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Merge pull request #2912 from FernandoS27/async-fixes
General fixes to Async GPU
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@ -187,14 +187,18 @@ void NVFlinger::Compose() {
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MicroProfileFlip();
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if (!buffer) {
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// There was no queued buffer to draw, render previous frame
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system.GetPerfStats().EndGameFrame();
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system.GPU().SwapBuffers({});
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continue;
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}
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const auto& igbp_buffer = buffer->get().igbp_buffer;
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const auto& gpu = system.GPU();
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const auto& multi_fence = buffer->get().multi_fence;
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for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
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const auto& fence = multi_fence.fences[fence_id];
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gpu.WaitFence(fence.id, fence.value);
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}
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// Now send the buffer to the GPU for drawing.
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// TODO(Subv): Support more than just disp0. The display device selection is probably based
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// on which display we're drawing (Default, Internal, External, etc)
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