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SurfaceFlinger: fix SetPreallocatedBuffer correctness (#1153)
Nintendo sets the buffer count in SetPreallocatedBuffer too. This fix triple buffering on all games and finally fix SSBU flickering.
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2 changed files with 14 additions and 1 deletions
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@ -43,7 +43,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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IsAbandoned = false;
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IsAbandoned = false;
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OverrideMaxBufferCount = 0;
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OverrideMaxBufferCount = 0;
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DequeueBufferCannotBlock = false;
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DequeueBufferCannotBlock = false;
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UseAsyncBuffer = false;
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UseAsyncBuffer = true;
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DefaultWidth = 1;
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DefaultWidth = 1;
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DefaultHeight = 1;
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DefaultHeight = 1;
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DefaultMaxBufferCount = 2;
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DefaultMaxBufferCount = 2;
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@ -604,6 +604,19 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
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Core.Slots[slot].GraphicBuffer.Object.Buffer.Usage &= (int)Core.ConsumerUsageBits;
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Core.Slots[slot].GraphicBuffer.Object.Buffer.Usage &= (int)Core.ConsumerUsageBits;
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}
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}
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int bufferCount = 0;
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for (int i = 0; i < Core.Slots.Length; i++)
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{
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if (!Core.Slots[i].GraphicBuffer.IsNull)
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{
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bufferCount++;
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}
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}
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Core.OverrideMaxBufferCount = bufferCount;
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Core.UseAsyncBuffer = false;
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bool cleared = false;
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bool cleared = false;
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if (!graphicBuffer.IsNull)
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if (!graphicBuffer.IsNull)
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