call glFlush only once

that seems to atleast get rid of the flicker
the weird issue that clears don't work is still there
This commit is contained in:
RSDuck 2021-01-29 12:38:18 +01:00
parent b75b3f69b7
commit a3f4aaf503
3 changed files with 8 additions and 6 deletions

View File

@ -1145,8 +1145,6 @@ void RenderSceneChunk(int y, int h)
}
}
glFlush();
if (RenderDispCnt & 0x00A0) // fog/edge enabled
{
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
@ -1204,8 +1202,6 @@ void RenderSceneChunk(int y, int h)
glDrawArrays(GL_TRIANGLES, 0, 2*3);
}
glFlush();
}
}

View File

@ -226,8 +226,6 @@ void RenderFrame()
glBindBuffer(GL_ARRAY_BUFFER, CompVertexBufferID);
glBindVertexArray(CompVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);
glFlush();
}
void BindOutputTexture()

View File

@ -490,6 +490,14 @@ void EmuThread::run()
// emulate
u32 nlines = NDS::RunFrame();
#ifdef OGLRENDERER_ENABLED
// this is hacky but this is the easiest way to call
// this function without dealling with a ton of
// macro mess
if (videoRenderer == 1)
epoxy_glFlush();
#endif
#ifdef MELONCAP
MelonCap::Update();
#endif // MELONCAP