Rasterizer: Disable fence managing in synchronous gpu.
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165ae823f5
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e84eb64e51
@ -682,10 +682,20 @@ void RasterizerOpenGL::SyncGuestHost() {
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}
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}
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void RasterizerOpenGL::SignalFence(GPUVAddr addr, u32 value) {
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void RasterizerOpenGL::SignalFence(GPUVAddr addr, u32 value) {
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auto& gpu{system.GPU()};
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if (!gpu.IsAsync()) {
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auto& memory_manager{gpu.MemoryManager()};
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memory_manager.Write<u32>(addr, value);
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return;
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}
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fence_manager.SignalFence(addr, value);
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fence_manager.SignalFence(addr, value);
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}
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}
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void RasterizerOpenGL::ReleaseFences() {
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void RasterizerOpenGL::ReleaseFences() {
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auto& gpu{system.GPU()};
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if (!gpu.IsAsync()) {
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return;
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}
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fence_manager.WaitPendingFences();
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fence_manager.WaitPendingFences();
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}
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}
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@ -252,7 +252,7 @@ public:
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auto& surface = render_targets[index].target;
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auto& surface = render_targets[index].target;
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surface->MarkAsRenderTarget(false, NO_RT);
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surface->MarkAsRenderTarget(false, NO_RT);
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const auto& cr_params = surface->GetSurfaceParams();
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const auto& cr_params = surface->GetSurfaceParams();
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if (!cr_params.is_tiled) {
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if (!cr_params.is_tiled && Settings::values.use_asynchronous_gpu_emulation) {
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AsyncFlushSurface(surface);
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AsyncFlushSurface(surface);
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}
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}
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}
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}
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