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HWRenderer: Only reload the framebuffer from gpu memory if the hw renderer is in use during a breakpoint.

This commit is contained in:
Subv 2015-08-23 15:26:17 -05:00
parent ef7eb8bc4c
commit d1b9383d86

View file

@ -25,6 +25,8 @@
#include "common/math_util.h" #include "common/math_util.h"
#include "common/vector_math.h" #include "common/vector_math.h"
#include "core/settings.h"
#include "video_core/pica.h" #include "video_core/pica.h"
#include "video_core/renderer_base.h" #include "video_core/renderer_base.h"
#include "video_core/utils.h" #include "video_core/utils.h"
@ -45,8 +47,10 @@ void DebugContext::OnEvent(Event event, void* data) {
{ {
std::unique_lock<std::mutex> lock(breakpoint_mutex); std::unique_lock<std::mutex> lock(breakpoint_mutex);
if (Settings::values.use_hw_renderer) {
// Commit the hardware renderer's framebuffer so it will show on debug widgets // Commit the hardware renderer's framebuffer so it will show on debug widgets
VideoCore::g_renderer->hw_rasterizer->CommitFramebuffer(); VideoCore::g_renderer->hw_rasterizer->CommitFramebuffer();
}
// TODO: Should stop the CPU thread here once we multithread emulation. // TODO: Should stop the CPU thread here once we multithread emulation.