renderer: Render previous frame when no new one is available.
This commit is contained in:
parent
2adde6ae8b
commit
ebd613c2cc
|
@ -12,6 +12,8 @@
|
|||
#include "core/hle/service/nvdrv/nvdrv_a.h"
|
||||
#include "core/hle/service/vi/vi.h"
|
||||
#include "core/hle/service/vi/vi_m.h"
|
||||
#include "video_core/renderer_base.h"
|
||||
#include "video_core/video_core.h"
|
||||
|
||||
namespace Service {
|
||||
namespace VI {
|
||||
|
@ -743,7 +745,8 @@ void NVFlinger::Compose() {
|
|||
auto buffer = buffer_queue->AcquireBuffer();
|
||||
|
||||
if (buffer == boost::none) {
|
||||
// There was no queued buffer to draw.
|
||||
// There was no queued buffer to draw, render previous frame
|
||||
VideoCore::g_renderer->SwapBuffers({});
|
||||
continue;
|
||||
}
|
||||
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <boost/optional.hpp>
|
||||
#include "common/assert.h"
|
||||
#include "common/common_types.h"
|
||||
|
||||
|
@ -47,7 +48,7 @@ public:
|
|||
virtual ~RendererBase() {}
|
||||
|
||||
/// Swap buffers (render frame)
|
||||
virtual void SwapBuffers(const FramebufferInfo& framebuffer_info) = 0;
|
||||
virtual void SwapBuffers(boost::optional<const FramebufferInfo&> framebuffer_info) = 0;
|
||||
|
||||
/**
|
||||
* Set the emulator window to use for renderer
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <algorithm>
|
||||
#include <cstddef>
|
||||
#include <cstring>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <memory>
|
||||
#include <glad/glad.h>
|
||||
#include "common/assert.h"
|
||||
|
@ -98,20 +98,23 @@ RendererOpenGL::RendererOpenGL() = default;
|
|||
RendererOpenGL::~RendererOpenGL() = default;
|
||||
|
||||
/// Swap buffers (render frame)
|
||||
void RendererOpenGL::SwapBuffers(const FramebufferInfo& framebuffer_info) {
|
||||
void RendererOpenGL::SwapBuffers(boost::optional<const FramebufferInfo&> framebuffer_info) {
|
||||
// Maintain the rasterizer's state as a priority
|
||||
OpenGLState prev_state = OpenGLState::GetCurState();
|
||||
state.Apply();
|
||||
|
||||
if (screen_info.texture.width != (GLsizei)framebuffer_info.width ||
|
||||
screen_info.texture.height != (GLsizei)framebuffer_info.height ||
|
||||
screen_info.texture.pixel_format != framebuffer_info.pixel_format) {
|
||||
if (framebuffer_info != boost::none) {
|
||||
// If framebuffer_info is provided, reload it from memory to a texture
|
||||
if (screen_info.texture.width != (GLsizei)framebuffer_info->width ||
|
||||
screen_info.texture.height != (GLsizei)framebuffer_info->height ||
|
||||
screen_info.texture.pixel_format != framebuffer_info->pixel_format) {
|
||||
// Reallocate texture if the framebuffer size has changed.
|
||||
// This is expected to not happen very often and hence should not be a
|
||||
// performance problem.
|
||||
ConfigureFramebufferTexture(screen_info.texture, framebuffer_info);
|
||||
ConfigureFramebufferTexture(screen_info.texture, *framebuffer_info);
|
||||
}
|
||||
LoadFBToScreenInfo(*framebuffer_info, screen_info);
|
||||
}
|
||||
LoadFBToScreenInfo(framebuffer_info, screen_info);
|
||||
|
||||
DrawScreens();
|
||||
|
||||
|
|
|
@ -37,7 +37,7 @@ public:
|
|||
~RendererOpenGL() override;
|
||||
|
||||
/// Swap buffers (render frame)
|
||||
void SwapBuffers(const FramebufferInfo& framebuffer_info) override;
|
||||
void SwapBuffers(boost::optional<const FramebufferInfo&> framebuffer_info) override;
|
||||
|
||||
/**
|
||||
* Set the emulator window to use for renderer
|
||||
|
@ -53,15 +53,13 @@ public:
|
|||
|
||||
private:
|
||||
void InitOpenGLObjects();
|
||||
void ConfigureFramebufferTexture(TextureInfo& texture,
|
||||
const FramebufferInfo& framebuffer_info);
|
||||
void ConfigureFramebufferTexture(TextureInfo& texture, const FramebufferInfo& framebuffer_info);
|
||||
void DrawScreens();
|
||||
void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
|
||||
void UpdateFramerate();
|
||||
|
||||
// Loads framebuffer from emulated memory into the display information structure
|
||||
void LoadFBToScreenInfo(const FramebufferInfo& framebuffer_info,
|
||||
ScreenInfo& screen_info);
|
||||
void LoadFBToScreenInfo(const FramebufferInfo& framebuffer_info, ScreenInfo& screen_info);
|
||||
// Fills active OpenGL texture with the given RGB color.
|
||||
void LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture);
|
||||
|
||||
|
|
Loading…
Reference in a new issue