diff --git a/Source/Core/VideoBackends/Software/SWmain.cpp b/Source/Core/VideoBackends/Software/SWmain.cpp index e91fb1bae5..93aff80323 100644 --- a/Source/Core/VideoBackends/Software/SWmain.cpp +++ b/Source/Core/VideoBackends/Software/SWmain.cpp @@ -213,26 +213,31 @@ void VideoSoftware::Video_EndField() // BeginField and EndFeild, We could possibly get away with copying out the whole thing // at BeginField for less lag, but for the safest emulation we run it here. - if (g_bSkipCurrentFrame || s_beginFieldArgs.xfbAddr == 0 ) { + if (g_bSkipCurrentFrame || s_beginFieldArgs.xfbAddr == 0) + { swstats.frameCount++; swstats.ResetFrame(); Core::Callback_VideoCopiedToXFB(false); return; } - if (!g_SWVideoConfig.bHwRasterizer) { - if(!g_SWVideoConfig.bBypassXFB) { + if (!g_SWVideoConfig.bHwRasterizer) + { + if(!g_SWVideoConfig.bBypassXFB) + { EfbInterface::yuv422_packed *xfb = (EfbInterface::yuv422_packed *) Memory::GetPointer(s_beginFieldArgs.xfbAddr); SWRenderer::UpdateColorTexture(xfb, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight); } } - // Idealy we would just move all the opengl contex stuff to the CPU thread, but this gets - // messy when the Hardware Rasterizer is enabled. - // And Neobrain loves his Hardware Rasterizer + // Ideally we would just move all the OpenGL context stuff to the CPU thread, + // but this gets messy when the hardware rasterizer is enabled. + // And neobrain loves his hardware rasterizer. - if (!g_SWVideoConfig.bBypassXFB) { // BypassXFB has already done a swap, so skip this. - // If we are runing dual core, Signal the GPU thread about the new colour texture. + // If BypassXFB has already done a swap (cf. EfbCopy::CopyToXfb), skip this. + if (!g_SWVideoConfig.bBypassXFB) + { + // If we are in dual core mode, notify the GPU thread about the new color texture. if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread) Common::AtomicStoreRelease(s_swapRequested, true); else