jak-project/game/graphics/sceGraphicsInterface.cpp
2021-08-10 21:31:15 -04:00

34 lines
936 B
C++

#include "game/graphics/sceGraphicsInterface.h"
#include "common/util/assert.h"
#include "game/graphics/gfx.h"
#include <cstdio>
/*!
* 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();
}