Fix fps counter to correctly measure frame end when there was no frame to draw

This commit is contained in:
James Rowe 2018-02-14 10:16:39 -07:00
parent 54d453835e
commit e027d1b40c

View file

@ -6,6 +6,7 @@
#include "common/alignment.h"
#include "common/scope_exit.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
#include "core/hle/service/nvdrv/nvdrv.h"
@ -129,6 +130,7 @@ void NVFlinger::Compose() {
if (buffer == boost::none) {
// There was no queued buffer to draw, render previous frame
Core::System::GetInstance().perf_stats.EndGameFrame();
VideoCore::g_renderer->SwapBuffers({});
continue;
}