Fix frameskip + unbuffered

This commit is contained in:
Henrik Rydgard 2013-03-03 13:21:06 +01:00
parent bc15617392
commit 4474adee1d
2 changed files with 2 additions and 4 deletions

View file

@ -310,7 +310,7 @@ void DoFrameTiming(bool &throttle, bool &skipFrame) {
if (curFrameTime > nextFrameTime && doFrameSkip) {
// Argh, we are falling behind! Let's skip a frame and see if we catch up.
skipFrame = true;
INFO_LOG(HLE,"FRAMESKIP %i", numSkippedFrames);
// INFO_LOG(HLE,"FRAMESKIP %i", numSkippedFrames);
}
if (curFrameTime < nextFrameTime && throttle)

View file

@ -326,10 +326,8 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
// This also make skipping drawing very effective.
if (gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME)
return;
framebufferManager_.SetRenderFrameBuffer();
if (gstate_c.skipDrawReason & SKIPDRAW_NON_DISPLAYED_FB)
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB))
return;
u32 count = data & 0xFFFF;