From 61c39f0fdd786bffc79cfabc4a1d9ac9f0af480e Mon Sep 17 00:00:00 2001
From: James Rowe <jroweboy@gmail.com>
Date: Wed, 14 Feb 2018 10:16:39 -0700
Subject: [PATCH] Fix fps counter to correctly measure frame end when there was
 no frame to draw

---
 src/core/hle/service/nvflinger/nvflinger.cpp | 2 ++
 1 file changed, 2 insertions(+)

diff --git a/src/core/hle/service/nvflinger/nvflinger.cpp b/src/core/hle/service/nvflinger/nvflinger.cpp
index 2089462b7f..a54239b0fe 100644
--- a/src/core/hle/service/nvflinger/nvflinger.cpp
+++ b/src/core/hle/service/nvflinger/nvflinger.cpp
@@ -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;
         }