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	nvdisp_disp0: Always flush and invalidate framebuffer region.
- Workaround for texture forwarding until we have a better place.
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				| @ -33,6 +33,13 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3 | ||||
|         addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical}; | ||||
| 
 | ||||
|     Core::System::GetInstance().perf_stats.EndGameFrame(); | ||||
| 
 | ||||
|     // TODO(bunnei): The framebuffer region should only be flushed and invalidated if it is written
 | ||||
|     // to, not every frame. When we find the right place for this, the below line can be removed.
 | ||||
|     Memory::RasterizerFlushVirtualRegion(framebuffer.address, | ||||
|                                          framebuffer.width * framebuffer.height * 4, | ||||
|                                          Memory::FlushMode::FlushAndInvalidate); | ||||
| 
 | ||||
|     VideoCore::g_renderer->SwapBuffers(framebuffer); | ||||
| } | ||||
| 
 | ||||
|  | ||||
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