gpu.frameskip.active = 1;
else
gpu.frameskip.active = 0;
+
+ if (!gpu.frameskip.active && gpu.frameskip.pending_fill[0] != 0) {
+ int dummy;
+ do_cmd_list(gpu.frameskip.pending_fill, 3, &dummy);
+ gpu.frameskip.pending_fill[0] = 0;
+ }
}
static noinline int decide_frameskip_allow(uint32_t cmd_e3)
int cmd = 0, pos = 0, len, dummy;
int skip = 1;
+ gpu.frameskip.pending_fill[0] = 0;
+
// XXX: polylines are not properly handled
while (pos < count && skip) {
uint32_t *list = data + pos;
if (cmd == 0x02) {
if ((list[2] & 0x3ff) > gpu.screen.w || ((list[2] >> 16) & 0x1ff) > gpu.screen.h)
// clearing something large, don't skip
- do_cmd_list(data + pos, 3, &dummy);
+ do_cmd_list(list, 3, &dummy);
+ else
+ memcpy(gpu.frameskip.pending_fill, list, 3 * 4);
}
else if ((cmd & 0xf4) == 0x24) {
// flat textured prim
flush_cmd_buffer();
renderer_flush_queues();
- if (gpu.status.blanking || !gpu.state.fb_dirty)
+ if (gpu.status.blanking) {
+ if (!gpu.state.blanked) {
+ vout_blank();
+ gpu.state.blanked = 1;
+ gpu.state.fb_dirty = 1;
+ }
+ return;
+ }
+
+ if (!gpu.state.fb_dirty)
return;
if (gpu.frameskip.set) {
vout_update();
gpu.state.fb_dirty = 0;
+ gpu.state.blanked = 0;
}
void GPUvBlank(int is_vblank, int lcf)