Nvdrv: Do framelimiting only in the CPU Thread
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@ -5,6 +5,7 @@
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "core/core.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
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#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
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#include "core/hle/service/nvdrv/devices/nvmap.h"
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#include "core/hle/service/nvdrv/devices/nvmap.h"
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#include "core/perf_stats.h"
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#include "core/perf_stats.h"
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@ -38,7 +39,10 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
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transform, crop_rect};
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transform, crop_rect};
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system.GetPerfStats().EndGameFrame();
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system.GetPerfStats().EndGameFrame();
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system.GetPerfStats().EndSystemFrame();
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system.GPU().SwapBuffers(&framebuffer);
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system.GPU().SwapBuffers(&framebuffer);
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system.FrameLimiter().DoFrameLimiting(system.CoreTiming().GetGlobalTimeUs());
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system.GetPerfStats().BeginSystemFrame();
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}
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}
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} // namespace Service::Nvidia::Devices
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} // namespace Service::Nvidia::Devices
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@ -135,9 +135,6 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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render_window.PollEvents();
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render_window.PollEvents();
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system.FrameLimiter().DoFrameLimiting(system.CoreTiming().GetGlobalTimeUs());
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system.GetPerfStats().BeginSystemFrame();
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// Restore the rasterizer state
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// Restore the rasterizer state
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prev_state.AllDirty();
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prev_state.AllDirty();
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prev_state.Apply();
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prev_state.Apply();
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