From d1b9383d865eb6be7f5e0a340312de96deff6975 Mon Sep 17 00:00:00 2001 From: Subv Date: Sun, 23 Aug 2015 15:26:17 -0500 Subject: [PATCH] HWRenderer: Only reload the framebuffer from gpu memory if the hw renderer is in use during a breakpoint. --- src/video_core/debug_utils/debug_utils.cpp | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/src/video_core/debug_utils/debug_utils.cpp b/src/video_core/debug_utils/debug_utils.cpp index 8ad77f0c8..059445f7d 100644 --- a/src/video_core/debug_utils/debug_utils.cpp +++ b/src/video_core/debug_utils/debug_utils.cpp @@ -25,6 +25,8 @@ #include "common/math_util.h" #include "common/vector_math.h" +#include "core/settings.h" + #include "video_core/pica.h" #include "video_core/renderer_base.h" #include "video_core/utils.h" @@ -45,8 +47,10 @@ void DebugContext::OnEvent(Event event, void* data) { { std::unique_lock lock(breakpoint_mutex); - // Commit the hardware renderer's framebuffer so it will show on debug widgets - VideoCore::g_renderer->hw_rasterizer->CommitFramebuffer(); + if (Settings::values.use_hw_renderer) { + // Commit the hardware renderer's framebuffer so it will show on debug widgets + VideoCore::g_renderer->hw_rasterizer->CommitFramebuffer(); + } // TODO: Should stop the CPU thread here once we multithread emulation.