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Fix fps counter to correctly measure frame end when there was no frame to draw

This commit is contained in:
James Rowe 2018-02-14 10:16:39 -07:00
parent b65c096be5
commit 61c39f0fdd
1 changed files with 2 additions and 0 deletions

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@ -6,6 +6,7 @@
#include "common/alignment.h" #include "common/alignment.h"
#include "common/scope_exit.h" #include "common/scope_exit.h"
#include "core/core.h"
#include "core/core_timing.h" #include "core/core_timing.h"
#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h" #include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
#include "core/hle/service/nvdrv/nvdrv.h" #include "core/hle/service/nvdrv/nvdrv.h"
@ -129,6 +130,7 @@ void NVFlinger::Compose() {
if (buffer == boost::none) { if (buffer == boost::none) {
// There was no queued buffer to draw, render previous frame // There was no queued buffer to draw, render previous frame
Core::System::GetInstance().perf_stats.EndGameFrame();
VideoCore::g_renderer->SwapBuffers({}); VideoCore::g_renderer->SwapBuffers({});
continue; continue;
} }