TextureCache: Implement deferred/batched EFB copies

This commit is contained in:
Stenzek
2018-11-03 00:17:00 +10:00
parent 710b893b91
commit 8e2c063d62
29 changed files with 314 additions and 141 deletions

View File

@ -724,6 +724,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const
// state changes the specialized shader will not take over.
g_vertex_manager->InvalidatePipelineObject();
// Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame
// rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending copies.
g_texture_cache->FlushEFBCopies();
Core::Callback_VideoCopiedToXFB(true);
}