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VI: Implement post-scanout XFB output
This adds about a frame of latency, and since most games don't change VI registers during scanout, we can get away with outputting the XFB at the start of scanout. WWE Crush Hour is the (only currently known) exception, which has flickering problems when doing it this way. This adds a path to perform the output at the end of scanout, and gates it behind an option which defaults to using the latency-reducing pre-scanout path.
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@ -373,7 +373,7 @@ void RunGpuLoop()
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// This call is pretty important in DualCore mode and must be called in the FIFO Loop.
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// If we don't, s_swapRequested or s_efbAccessRequested won't be set to false
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// leading the CPU thread to wait in Video_BeginField or Video_AccessEFB thus slowing
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// leading the CPU thread to wait in Video_OutputXFB or Video_AccessEFB thus slowing
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// things down.
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AsyncRequests::GetInstance()->PullEvents();
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}
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