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-rw-r--r--src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp b/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp
index 7cd1d9306..db030a8e2 100644
--- a/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp
+++ b/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp
@@ -33,6 +33,13 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
33 addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical}; 33 addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical};
34 34
35 Core::System::GetInstance().perf_stats.EndGameFrame(); 35 Core::System::GetInstance().perf_stats.EndGameFrame();
36
37 // TODO(bunnei): The framebuffer region should only be flushed and invalidated if it is written
38 // to, not every frame. When we find the right place for this, the below line can be removed.
39 Memory::RasterizerFlushVirtualRegion(framebuffer.address,
40 framebuffer.width * framebuffer.height * 4,
41 Memory::FlushMode::FlushAndInvalidate);
42
36 VideoCore::g_renderer->SwapBuffers(framebuffer); 43 VideoCore::g_renderer->SwapBuffers(framebuffer);
37} 44}
38 45