Add comment about "end of frame"

This commit is contained in:
Scott Mansell 2023-02-03 13:01:18 +13:00
parent 43b6a49012
commit e0a1631659
1 changed files with 11 additions and 0 deletions

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@ -343,8 +343,19 @@ static void BPWritten(PixelShaderManager& pixel_shader_manager,
// This is as closest as we have to an "end of the frame"
// It works 99% of the time.
// But sometimes games want to render an XFB larger than the EFB's 640x528 pixel resolution
// (especially when using the 3xMSAA mode, which cuts EFB resolution to 640x264). So they
// render multiple sub-frames and arrange the XFB copies in next to each-other in main memory
// so they form a single completed XFB.
// See https://dolphin-emu.org/blog/2017/11/19/hybridxfb/ for examples and more detail.
AfterFrameEvent::Trigger();
// Note: Theoretically, in the future we could track the VI configuration and try to detect
// when an XFB is the last XFB copy of a frame. Not only would we get a clean "end of
// the frame", but we would also be able to use ImmediateXFB even for these games.
// Might also clean up some issues with games doing XFB copies they don't intend to
// display.
if (g_ActiveConfig.bImmediateXFB)
{
// below div two to convert from bytes to pixels - it expects width, not stride