renderer: Render previous frame when no new one is available.
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@ -12,6 +12,8 @@
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#include "core/hle/service/nvdrv/nvdrv_a.h"
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#include "core/hle/service/nvdrv/nvdrv_a.h"
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#include "core/hle/service/vi/vi.h"
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#include "core/hle/service/vi/vi.h"
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#include "core/hle/service/vi/vi_m.h"
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#include "core/hle/service/vi/vi_m.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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namespace Service {
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namespace Service {
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namespace VI {
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namespace VI {
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@ -743,7 +745,8 @@ void NVFlinger::Compose() {
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auto buffer = buffer_queue->AcquireBuffer();
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auto buffer = buffer_queue->AcquireBuffer();
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if (buffer == boost::none) {
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if (buffer == boost::none) {
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// There was no queued buffer to draw.
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// There was no queued buffer to draw, render previous frame
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VideoCore::g_renderer->SwapBuffers({});
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continue;
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continue;
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}
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}
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@ -5,6 +5,7 @@
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#pragma once
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#pragma once
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#include <memory>
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#include <memory>
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#include <boost/optional.hpp>
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/common_types.h"
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@ -47,7 +48,7 @@ public:
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virtual ~RendererBase() {}
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virtual ~RendererBase() {}
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/// Swap buffers (render frame)
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/// Swap buffers (render frame)
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virtual void SwapBuffers(const FramebufferInfo& framebuffer_info) = 0;
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virtual void SwapBuffers(boost::optional<const FramebufferInfo&> framebuffer_info) = 0;
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/**
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/**
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* Set the emulator window to use for renderer
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* Set the emulator window to use for renderer
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@ -4,8 +4,8 @@
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#include <algorithm>
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#include <algorithm>
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#include <cstddef>
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#include <cstddef>
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#include <cstring>
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#include <cstdlib>
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#include <cstdlib>
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#include <cstring>
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#include <memory>
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#include <memory>
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#include <glad/glad.h>
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#include <glad/glad.h>
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#include "common/assert.h"
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#include "common/assert.h"
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@ -98,20 +98,23 @@ RendererOpenGL::RendererOpenGL() = default;
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RendererOpenGL::~RendererOpenGL() = default;
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RendererOpenGL::~RendererOpenGL() = default;
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/// Swap buffers (render frame)
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/// Swap buffers (render frame)
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void RendererOpenGL::SwapBuffers(const FramebufferInfo& framebuffer_info) {
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void RendererOpenGL::SwapBuffers(boost::optional<const FramebufferInfo&> framebuffer_info) {
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// Maintain the rasterizer's state as a priority
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// Maintain the rasterizer's state as a priority
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OpenGLState prev_state = OpenGLState::GetCurState();
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OpenGLState prev_state = OpenGLState::GetCurState();
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state.Apply();
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state.Apply();
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if (screen_info.texture.width != (GLsizei)framebuffer_info.width ||
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if (framebuffer_info != boost::none) {
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screen_info.texture.height != (GLsizei)framebuffer_info.height ||
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// If framebuffer_info is provided, reload it from memory to a texture
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screen_info.texture.pixel_format != framebuffer_info.pixel_format) {
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if (screen_info.texture.width != (GLsizei)framebuffer_info->width ||
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screen_info.texture.height != (GLsizei)framebuffer_info->height ||
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screen_info.texture.pixel_format != framebuffer_info->pixel_format) {
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// Reallocate texture if the framebuffer size has changed.
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// Reallocate texture if the framebuffer size has changed.
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// This is expected to not happen very often and hence should not be a
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// This is expected to not happen very often and hence should not be a
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// performance problem.
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// performance problem.
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ConfigureFramebufferTexture(screen_info.texture, framebuffer_info);
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ConfigureFramebufferTexture(screen_info.texture, *framebuffer_info);
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}
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LoadFBToScreenInfo(*framebuffer_info, screen_info);
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}
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}
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LoadFBToScreenInfo(framebuffer_info, screen_info);
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DrawScreens();
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DrawScreens();
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@ -37,7 +37,7 @@ public:
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~RendererOpenGL() override;
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~RendererOpenGL() override;
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/// Swap buffers (render frame)
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/// Swap buffers (render frame)
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void SwapBuffers(const FramebufferInfo& framebuffer_info) override;
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void SwapBuffers(boost::optional<const FramebufferInfo&> framebuffer_info) override;
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/**
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/**
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* Set the emulator window to use for renderer
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* Set the emulator window to use for renderer
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@ -53,15 +53,13 @@ public:
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private:
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private:
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void InitOpenGLObjects();
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void InitOpenGLObjects();
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void ConfigureFramebufferTexture(TextureInfo& texture,
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void ConfigureFramebufferTexture(TextureInfo& texture, const FramebufferInfo& framebuffer_info);
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const FramebufferInfo& framebuffer_info);
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void DrawScreens();
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void DrawScreens();
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void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
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void UpdateFramerate();
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void UpdateFramerate();
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// Loads framebuffer from emulated memory into the display information structure
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// Loads framebuffer from emulated memory into the display information structure
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void LoadFBToScreenInfo(const FramebufferInfo& framebuffer_info,
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void LoadFBToScreenInfo(const FramebufferInfo& framebuffer_info, ScreenInfo& screen_info);
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ScreenInfo& screen_info);
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// Fills active OpenGL texture with the given RGB color.
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// Fills active OpenGL texture with the given RGB color.
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
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void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
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