pvr: don't discard RTT frames
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@ -122,18 +122,17 @@ bool QueueRender(TA_context* ctx)
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last_frame1 = os_GetSeconds();
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bool too_fast = (cycle_span / time_span) > (SH4_MAIN_CLOCK * 1.2);
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if (rqueue && too_fast && settings.pvr.SynchronousRender) {
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// Vulkan: rtt frames seem to be discarded often
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if (rqueue && (too_fast || ctx->rend.isRTT) && settings.pvr.SynchronousRender)
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//wait for a frame if
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// we have another one queue'd and
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// sh4 run at > 120% over the last two frames
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// and SynchronousRender is enabled
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frame_finished.Wait();
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}
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if (rqueue)
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{
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// FIXME if the discarded render is a RTT we'll have a texture missing. But waiting for the current frame to finish kills performance...
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tactx_Recycle(ctx);
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fskip++;
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return false;
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