OpenGL: Fix fast-forward on some OpenGL drivers where it may block early
Jeffrey Pfau jeffrey@endrift.com
Mon, 16 Nov 2015 19:56:43 -0800
4 files changed,
5 insertions(+),
4 deletions(-)
M
CHANGES
→
CHANGES
@@ -28,6 +28,7 @@ - GBA Memory: Fix unaligned out-of-bounds ROM loads
- GBA: Fix warnings when creating and loading savestates - Qt: Add additional checks in CheatModel to prevent crashes - GBA Hardware: Fix Game Boy Player rumble in Pokemon Pinball + - OpenGL: Fix fast-forward on some OpenGL drivers where it may block early Misc: - Qt: Window size command line options are now supported - Qt: Increase usability of key mapper
M
src/platform/qt/DisplayGL.cpp
→
src/platform/qt/DisplayGL.cpp
@@ -16,7 +16,7 @@ #include "platform/opengl/gl.h"
#endif #if !defined(_WIN32) || defined(USE_EPOXY) #include "platform/opengl/gles2.h" -#ifdef _WIN32 +#ifdef _WIN32 #include <epoxy/wgl.h> #endif #endif@@ -264,10 +264,10 @@ return;
} if (GBASyncWaitFrameStart(&m_context->sync) || !m_queue.isEmpty()) { dequeue(); + GBASyncWaitFrameEnd(&m_context->sync); m_painter.begin(m_gl->context()->device()); performDraw(); m_painter.end(); - GBASyncWaitFrameEnd(&m_context->sync); m_backend->swap(m_backend); } else { GBASyncWaitFrameEnd(&m_context->sync);
M
src/platform/sdl/gl-sdl.c
→
src/platform/sdl/gl-sdl.c
@@ -64,8 +64,8 @@
if (GBASyncWaitFrameStart(&context->sync)) { v->postFrame(v, renderer->d.outputBuffer); } - v->drawFrame(v); GBASyncWaitFrameEnd(&context->sync); + v->drawFrame(v); v->swap(v); } }
M
src/platform/sdl/gles2-sdl.c
→
src/platform/sdl/gles2-sdl.c
@@ -117,8 +117,8 @@
if (GBASyncWaitFrameStart(&context->sync)) { v->postFrame(v, renderer->d.outputBuffer); } - v->drawFrame(v); GBASyncWaitFrameEnd(&context->sync); + v->drawFrame(v); #ifdef BUILD_RASPI eglSwapBuffers(renderer->display, renderer->surface); #else