GXAbortFrame

Syntax

#include <revolution/gx.h>

void GXAbortFrame( void );

Arguments

None.

Return Values

None.

Description

This function will abort the current frame. When this command is called, it will reset the entire graphics pipeline, including any commands in the graphics FIFO that are not yet processed by the graphics processor. This command is intended to be used where an application should terminate current graphics task immediately and move to next process. For example, such case is considered to happen in games where the designers would rather drop some graphics than drop frames.

This command resets all states in the graphics processor, so the application cannot count on retained state from frame to frame. Since it might also raise some inconsistencies with shadowed states in the GX library, it is recommended that you set up all graphics states again after calling the GXAbortFrame function.

Texture memory will not be reset, so currently loaded textures will still be valid. However, when loading textures with the GXPreLoadEntireTexture function or TLUTs with the GXLoadTlut function, make sure the command completed. (Use the render synchronization mechanism to achieve this. See the GXSetDrawSync and GXReadDrawSync functions.)) The GXAbortFrame function calls GXFlush. Therefore, there is no need to explicitly call GXFlush after resetting with GXAbortFrame.

See Also

None.

Revision History

2008/05/12 Mentioned that GXFlush is included with calls to other functions.
2006/03/01 Initial version.


CONFIDENTIAL