D3D, back off the buffer flipping change by r4303. It works for certain games (Zack & wiki, Rayman3, etc), but seems to break other games (Metroid prime 1 complete black) and features (frame skipping).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4306 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
rice1964 2009-09-20 13:00:25 +00:00
parent f9d1354c29
commit 194d44d08e
2 changed files with 3 additions and 2 deletions

View file

@ -391,7 +391,7 @@ void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRect
UpdateViewport();
//Swap(0,FIELD_PROGRESSIVE,0,0); // we used to swap the buffer here, now we will wait
Swap(0,FIELD_PROGRESSIVE,0,0); // we used to swap the buffer here, now we will wait
// until the XFB pointer is updated by VI
}

View file

@ -323,12 +323,13 @@ void Video_SendFifoData(u8* _uData, u32 len)
void VideoFifo_CheckSwapRequest()
{
// CPU swap, not finished, seems to be working fine for dual-core for now
return;
if (s_swapRequested)
{
// Flip the backbuffer to front buffer now
s_swapRequested = false;
if (s_beginFieldArgs.field == FIELD_PROGRESSIVE || s_beginFieldArgs.field == FIELD_LOWER)
//if (s_beginFieldArgs.field == FIELD_PROGRESSIVE || s_beginFieldArgs.field == FIELD_LOWER)
{
Renderer::Swap(0,FIELD_PROGRESSIVE,0,0); // The swap function is not finished
// so it is ok to pass dummy parameters for now