nvdisp_disp0: Always flush and invalidate framebuffer region.
- Workaround for texture forwarding until we have a better place.
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@ -33,6 +33,13 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
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addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical};
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addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical};
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Core::System::GetInstance().perf_stats.EndGameFrame();
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Core::System::GetInstance().perf_stats.EndGameFrame();
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// TODO(bunnei): The framebuffer region should only be flushed and invalidated if it is written
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// to, not every frame. When we find the right place for this, the below line can be removed.
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Memory::RasterizerFlushVirtualRegion(framebuffer.address,
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framebuffer.width * framebuffer.height * 4,
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Memory::FlushMode::FlushAndInvalidate);
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VideoCore::g_renderer->SwapBuffers(framebuffer);
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VideoCore::g_renderer->SwapBuffers(framebuffer);
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}
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}
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