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@@ -174,19 +174,8 @@ const VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const {
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void NVFlinger::Compose() {
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void NVFlinger::Compose() {
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for (auto& display : displays) {
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for (auto& display : displays) {
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- bool trigger_event = false;
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// Trigger vsync for this display at the end of drawing
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// Trigger vsync for this display at the end of drawing
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- SCOPE_EXIT({
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- // TODO(Blinkhawk): Correctly send buffers through nvflinger while
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- // loading the game thorugh the OS.
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- // During loading, the OS takes care of sending buffers to vsync,
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- // thus it triggers, since this is not properly emulated due to
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- // HLE complications, we allow it to signal until the game enqueues
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- // it's first buffer.
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- if (trigger_event || !first_buffer_enqueued) {
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- display.SignalVSyncEvent();
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- }
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- });
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+ SCOPE_EXIT({ display.SignalVSyncEvent(); });
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// Don't do anything for displays without layers.
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// Don't do anything for displays without layers.
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if (!display.HasLayers())
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if (!display.HasLayers())
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@@ -202,16 +191,10 @@ void NVFlinger::Compose() {
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MicroProfileFlip();
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MicroProfileFlip();
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if (!buffer) {
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if (!buffer) {
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- // There was no queued buffer to draw, render previous frame
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- auto& gpu = system.GPU();
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- // Always trigger on sync GPU.
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- trigger_event = !gpu.IsAsync();
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continue;
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continue;
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}
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}
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const auto& igbp_buffer = buffer->get().igbp_buffer;
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const auto& igbp_buffer = buffer->get().igbp_buffer;
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- trigger_event = true;
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- first_buffer_enqueued = true;
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const auto& gpu = system.GPU();
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const auto& gpu = system.GPU();
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const auto& multi_fence = buffer->get().multi_fence;
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const auto& multi_fence = buffer->get().multi_fence;
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