From 54ff4c8822a0e310b6acd9a13a3ea06ede2785a9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Fri, 1 Dec 2017 15:31:16 +0100 Subject: [PATCH] Avoid multiple flips per frame, fixes immediate flip for God of War --- Core/HLE/sceDisplay.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Core/HLE/sceDisplay.cpp b/Core/HLE/sceDisplay.cpp index b0c6609fb..76e51aeef 100644 --- a/Core/HLE/sceDisplay.cpp +++ b/Core/HLE/sceDisplay.cpp @@ -853,7 +853,8 @@ void __DisplaySetFramebuf(u32 topaddr, int linesize, int pixelFormat, int sync) framebuf = fbstate; gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.stride, framebuf.fmt); // IMMEDIATE means that the buffer is fine. We can just flip immediately. - __DisplayFlip(0); + if (!flippedThisFrame) + __DisplayFlip(0); } else { // Delay the write until vblank latchedFramebuf = fbstate;