renderer_opengl: Only draw the screen if a framebuffer is specified.

This commit is contained in:
bunnei 2018-03-26 20:04:35 -04:00
parent f934da0e43
commit 1a9df83535
1 changed files with 7 additions and 6 deletions

View File

@ -100,6 +100,8 @@ RendererOpenGL::~RendererOpenGL() = default;
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) {
Core::System::GetInstance().perf_stats.EndSystemFrame();
// Maintain the rasterizer's state as a priority
OpenGLState prev_state = OpenGLState::GetCurState();
state.Apply();
@ -114,20 +116,19 @@ void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&
// performance problem.
ConfigureFramebufferTexture(screen_info.texture, *framebuffer);
}
// Load the framebuffer from memory, draw it to the screen, and swap buffers
LoadFBToScreenInfo(*framebuffer, screen_info);
DrawScreens();
render_window->SwapBuffers();
}
DrawScreens();
Core::System::GetInstance().perf_stats.EndSystemFrame();
// Swap buffers
render_window->PollEvents();
render_window->SwapBuffers();
Core::System::GetInstance().frame_limiter.DoFrameLimiting(CoreTiming::GetGlobalTimeUs());
Core::System::GetInstance().perf_stats.BeginSystemFrame();
// Restore the rasterizer state
prev_state.Apply();
RefreshRasterizerSetting();
}