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