force cpu->gpu sync after flipsubmit . this is not probably correct behaviour but neccesary for niko's homebrew
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372ac5d160
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@ -17,6 +17,7 @@
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#include "emulator.h"
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#include "emulator.h"
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#include <Core/PS4/GPU/gpu_memory.h>
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#include <Core/PS4/GPU/gpu_memory.h>
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#include "graphics_render.h"
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#include "graphics_render.h"
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#include <Core/PS4/HLE/LibSceGnmDriver.h>
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namespace HLE::Libs::Graphics::VideoOut {
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namespace HLE::Libs::Graphics::VideoOut {
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@ -249,7 +250,7 @@ s32 PS4_SYSV_ABI sceVideoOutSubmitFlip(s32 handle, s32 bufferIndex, s32 flipMode
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LOG_TRACE_IF(log_file_videoout, "sceVideoOutSubmitFlip flip queue is full\n");
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LOG_TRACE_IF(log_file_videoout, "sceVideoOutSubmitFlip flip queue is full\n");
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return SCE_VIDEO_OUT_ERROR_FLIP_QUEUE_FULL;
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return SCE_VIDEO_OUT_ERROR_FLIP_QUEUE_FULL;
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}
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}
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HLE::Libs::LibSceGnmDriver::sceGnmFlushGarlic();//hackish should be done that neccesary for niko's homebrew
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return SCE_OK;
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return SCE_OK;
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}
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}
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s32 PS4_SYSV_ABI sceVideoOutGetFlipStatus(s32 handle, SceVideoOutFlipStatus* status) {
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s32 PS4_SYSV_ABI sceVideoOutGetFlipStatus(s32 handle, SceVideoOutFlipStatus* status) {
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