diff --git a/src/core/hle/service/nvflinger/nvflinger.cpp b/src/core/hle/service/nvflinger/nvflinger.cpp index 3c08ac9a3..6eee20efe 100644 --- a/src/core/hle/service/nvflinger/nvflinger.cpp +++ b/src/core/hle/service/nvflinger/nvflinger.cpp @@ -174,19 +174,8 @@ const VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const { void NVFlinger::Compose() { for (auto& display : displays) { - bool trigger_event = false; // Trigger vsync for this display at the end of drawing - SCOPE_EXIT({ - // TODO(Blinkhawk): Correctly send buffers through nvflinger while - // loading the game thorugh the OS. - // During loading, the OS takes care of sending buffers to vsync, - // thus it triggers, since this is not properly emulated due to - // HLE complications, we allow it to signal until the game enqueues - // it's first buffer. - if (trigger_event || !first_buffer_enqueued) { - display.SignalVSyncEvent(); - } - }); + SCOPE_EXIT({ display.SignalVSyncEvent(); }); // Don't do anything for displays without layers. if (!display.HasLayers()) @@ -202,16 +191,10 @@ void NVFlinger::Compose() { MicroProfileFlip(); if (!buffer) { - // There was no queued buffer to draw, render previous frame - auto& gpu = system.GPU(); - // Always trigger on sync GPU. - trigger_event = !gpu.IsAsync(); continue; } const auto& igbp_buffer = buffer->get().igbp_buffer; - trigger_event = true; - first_buffer_enqueued = true; const auto& gpu = system.GPU(); const auto& multi_fence = buffer->get().multi_fence; diff --git a/src/core/hle/service/nvflinger/nvflinger.h b/src/core/hle/service/nvflinger/nvflinger.h index 95d7278f5..5d7e3bfb8 100644 --- a/src/core/hle/service/nvflinger/nvflinger.h +++ b/src/core/hle/service/nvflinger/nvflinger.h @@ -102,8 +102,6 @@ private: u32 swap_interval = 1; - bool first_buffer_enqueued{}; - /// Event that handles screen composition. Core::Timing::EventType* composition_event;