Remove interpolation storing
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If there are still crashes after this, means that frame interpolation is probably just not working.
This commit is contained in:
Gamer64 2025-08-08 00:25:20 +02:00
parent 89b982589d
commit 9156e7e346

View file

@ -273,9 +273,6 @@ void RendererVulkan::Composite(std::span<const Tegra::FramebufferConfig> framebu
swapchain.GetImageViewFormat()); swapchain.GetImageViewFormat());
scheduler.Flush(*interpolated_frame->render_ready); scheduler.Flush(*interpolated_frame->render_ready);
present_manager.Present(interpolated_frame); present_manager.Present(interpolated_frame);
// Optionally, update previous_frame here if you want to chain interpolations
previous_frame = interpolated_frame;
return; return;
} }
@ -297,11 +294,6 @@ void RendererVulkan::Composite(std::span<const Tegra::FramebufferConfig> framebu
scheduler.Flush(*frame->render_ready); scheduler.Flush(*frame->render_ready);
present_manager.Present(frame); present_manager.Present(frame);
if (frame_interpolation_enabled) {
// Store the current frame for interpolation on the next call
previous_frame = frame;
}
gpu.RendererFrameEndNotify(); gpu.RendererFrameEndNotify();
rasterizer.TickFrame(); rasterizer.TickFrame();
} }