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authorRodrigo Locatti <reinuseslisp@airmail.cc>2020-03-13 16:44:06 -0300
committerGitHub <noreply@github.com>2020-03-13 16:44:06 -0300
commit244fe132199cb3c67dd9e612d2be856895f8a868 (patch)
treed0f968d06b2bbc6e378a5a0632cd2d6322fe4e6d /src/core/hle
parente24197bb3f74888053eb4ae49e042ec46a1c7a30 (diff)
parentb30b1f741dcbcb69672d065b0bec4f4a9e5f0993 (diff)
Merge branch 'master' into shader-purge
Diffstat (limited to 'src/core/hle')
-rw-r--r--src/core/hle/service/nvflinger/nvflinger.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/core/hle/service/nvflinger/nvflinger.cpp b/src/core/hle/service/nvflinger/nvflinger.cpp
index 134152210..437bc5dee 100644
--- a/src/core/hle/service/nvflinger/nvflinger.cpp
+++ b/src/core/hle/service/nvflinger/nvflinger.cpp
@@ -191,8 +191,6 @@ void NVFlinger::Compose() {
// Search for a queued buffer and acquire it
auto buffer = buffer_queue.AcquireBuffer();
- MicroProfileFlip();
-
if (!buffer) {
continue;
}
@@ -206,6 +204,8 @@ void NVFlinger::Compose() {
gpu.WaitFence(fence.id, fence.value);
}
+ MicroProfileFlip();
+
// Now send the buffer to the GPU for drawing.
// TODO(Subv): Support more than just disp0. The display device selection is probably based
// on which display we're drawing (Default, Internal, External, etc)