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GSP: Toggle active framebuffer each frame

This commit is contained in:
bunnei 2015-01-04 00:08:11 -05:00
parent 0bf5a0bfc4
commit f7a3f45f1e
2 changed files with 8 additions and 2 deletions

View file

@ -291,8 +291,11 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
// Update framebuffer information if requested
for (int screen_id = 0; screen_id < 2; ++screen_id) {
FrameBufferUpdate* info = GetFrameBufferInfo(thread_id, screen_id);
if (info->is_dirty)
if (info->is_dirty) {
SetBufferSwap(screen_id, info->framebuffer_info[info->index]);
info->framebuffer_info->active_fb = info->framebuffer_info->active_fb ^ 1;
}
info->is_dirty = false;
}

View file

@ -87,8 +87,11 @@ void RendererOpenGL::SwapBuffers() {
*/
void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
const TextureInfo& texture) {
// TODO: Why are active_fb and the valid framebuffer flipped compared to 3dbrew documentation
// and GSP definitions?
const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1);
framebuffer.active_fb == 0 ? framebuffer.address_left2 : framebuffer.address_left1);
LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
framebuffer.stride * framebuffer.height,