force cpu->gpu sync after flipsubmit . this is not probably correct behaviour but neccesary for niko's homebrew

This commit is contained in:
georgemoralis 2023-10-07 17:28:50 +03:00
parent 372ac5d160
commit 9337e859ac
1 changed files with 2 additions and 1 deletions

View File

@ -17,6 +17,7 @@
#include "emulator.h" #include "emulator.h"
#include <Core/PS4/GPU/gpu_memory.h> #include <Core/PS4/GPU/gpu_memory.h>
#include "graphics_render.h" #include "graphics_render.h"
#include <Core/PS4/HLE/LibSceGnmDriver.h>
namespace HLE::Libs::Graphics::VideoOut { namespace HLE::Libs::Graphics::VideoOut {
@ -249,7 +250,7 @@ s32 PS4_SYSV_ABI sceVideoOutSubmitFlip(s32 handle, s32 bufferIndex, s32 flipMode
LOG_TRACE_IF(log_file_videoout, "sceVideoOutSubmitFlip flip queue is full\n"); LOG_TRACE_IF(log_file_videoout, "sceVideoOutSubmitFlip flip queue is full\n");
return SCE_VIDEO_OUT_ERROR_FLIP_QUEUE_FULL; return SCE_VIDEO_OUT_ERROR_FLIP_QUEUE_FULL;
} }
HLE::Libs::LibSceGnmDriver::sceGnmFlushGarlic();//hackish should be done that neccesary for niko's homebrew
return SCE_OK; return SCE_OK;
} }
s32 PS4_SYSV_ABI sceVideoOutGetFlipStatus(s32 handle, SceVideoOutFlipStatus* status) { s32 PS4_SYSV_ABI sceVideoOutGetFlipStatus(s32 handle, SceVideoOutFlipStatus* status) {