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36 lines
938 B
C++
36 lines
938 B
C++
#include "game/graphics/sceGraphicsInterface.h"
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#include <cstdio>
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#include "common/util/Assert.h"
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#include "game/graphics/gfx.h"
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/*!
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* Wait for rendering to complete.
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* In the PC Port, this currently does nothing.
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*
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* From my current understanding, we can get away with this and just sync everything on vsync.
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* However, there are two calls to this per frame.
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*
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* But I don't fully understand why they call sceGsSyncPath where they do (right before depth cue)
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* so maybe the depth cue looks at the z-buffer of the last rendered frame when setting up the dma
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* for the next frame? The debug drawing also happens after this.
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*
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* The second call is right before swapping buffers/vsync, so that makes sense.
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*
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*
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*/
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u32 sceGsSyncPath(u32 mode, u32 timeout) {
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ASSERT(mode == 0 && timeout == 0);
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return Gfx::sync_path();
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}
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/*!
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* Actual vsync.
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*/
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u32 sceGsSyncV(u32 mode) {
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ASSERT(mode == 0);
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return Gfx::vsync();
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}
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