GSP: Update framebuffer info on all interrupts
Hardware testing determined that the GSP processes shared memory framebuffer update info even when no memory transfer or filling GX commands are used. They are now updated on every interrupt, which isn't confirmed correct but matches hardware behaviour more closely. This also reverts the hack introduced in #404. It made a few games behave better, but I believe it's incorrect and also breaks other games.
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2 changed files with 14 additions and 15 deletions
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@ -88,10 +88,8 @@ void RendererOpenGL::SwapBuffers() {
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void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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const TextureInfo& texture) {
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// TODO: Why are active_fb and the valid framebuffer flipped compared to 3dbrew documentation
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// and GSP definitions?
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const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
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framebuffer.active_fb == 0 ? framebuffer.address_left2 : framebuffer.address_left1);
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framebuffer.active_fb == 0 ? framebuffer.address_left1 : framebuffer.address_left2);
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer.stride * framebuffer.height,
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