mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-24 06:39:58 -06:00
call glFlush only once
that seems to atleast get rid of the flicker the weird issue that clears don't work is still there
This commit is contained in:
@ -1145,8 +1145,6 @@ void RenderSceneChunk(int y, int h)
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}
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}
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}
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}
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glFlush();
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if (RenderDispCnt & 0x00A0) // fog/edge enabled
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if (RenderDispCnt & 0x00A0) // fog/edge enabled
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{
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{
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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@ -1204,8 +1202,6 @@ void RenderSceneChunk(int y, int h)
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glDrawArrays(GL_TRIANGLES, 0, 2*3);
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glDrawArrays(GL_TRIANGLES, 0, 2*3);
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}
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}
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glFlush();
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}
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}
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}
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}
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@ -226,8 +226,6 @@ void RenderFrame()
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glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
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glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
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glBindVertexArray(CompVertexArrayID);
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glBindVertexArray(CompVertexArrayID);
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glDrawArrays(GL_TRIANGLES, 0, 4*3);
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glDrawArrays(GL_TRIANGLES, 0, 4*3);
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glFlush();
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}
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}
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void BindOutputTexture()
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void BindOutputTexture()
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@ -490,6 +490,14 @@ void EmuThread::run()
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// emulate
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// emulate
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u32 nlines = NDS::RunFrame();
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u32 nlines = NDS::RunFrame();
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#ifdef OGLRENDERER_ENABLED
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// this is hacky but this is the easiest way to call
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// this function without dealling with a ton of
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// macro mess
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if (videoRenderer == 1)
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epoxy_glFlush();
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#endif
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#ifdef MELONCAP
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#ifdef MELONCAP
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MelonCap::Update();
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MelonCap::Update();
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#endif // MELONCAP
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#endif // MELONCAP
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