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hub / github.com/PCSX2/pcsx2 / gsPostVsyncStart

Function gsPostVsyncStart

pcsx2/GS.cpp:328–335  ·  view source on GitHub ↗

These are done at VSync Start. Drawing is done when VSync is off, then output the screen when Vsync is on The GS needs to be told at the start of a vsync else it loses half of its picture (could be responsible for some halfscreen issues) We got away with it before i think due to our awful GS timing, but now we have it right (ish)

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326//The GS needs to be told at the start of a vsync else it loses half of its picture (could be responsible for some halfscreen issues)
327//We got away with it before i think due to our awful GS timing, but now we have it right (ish)
328void gsPostVsyncStart()
329{
330 //gifUnit.FlushToMTGS(); // Needed for some (broken?) homebrew game loaders
331
332 const bool registers_written = s_GSRegistersWritten;
333 s_GSRegistersWritten = false;
334 MTGS::PostVsyncStart(registers_written);
335}
336
337bool SaveStateBase::gsFreeze()
338{

Callers 1

VSyncStartFunction · 0.85

Calls

no outgoing calls

Tested by

no test coverage detected