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	GPU: Implement frameskip and remove forced framebuffer swap hack.
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					 7 changed files with 47 additions and 27 deletions
				
			
		|  | @ -9,6 +9,7 @@ | |||
| #include "primitive_assembly.h" | ||||
| #include "vertex_shader.h" | ||||
| #include "core/hle/service/gsp_gpu.h" | ||||
| #include "core/hw/gpu.h" | ||||
| 
 | ||||
| #include "debug_utils/debug_utils.h" | ||||
| 
 | ||||
|  | @ -31,6 +32,10 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) { | |||
|     if (id >= registers.NumIds()) | ||||
|         return; | ||||
| 
 | ||||
|     // If we're skipping this frame, only allow trigger IRQ
 | ||||
|     if (GPU::g_skip_frame && id != PICA_REG_INDEX(trigger_irq)) | ||||
|         return; | ||||
| 
 | ||||
|     // TODO: Figure out how register masking acts on e.g. vs_uniform_setup.set_value
 | ||||
|     u32 old_value = registers[id]; | ||||
|     registers[id] = (old_value & ~mask) | (value & mask); | ||||
|  |  | |||
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