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https://github.com/Lime3DS/Lime3DS.git
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cleanup
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9b29295b07
commit
8694533891
@ -254,9 +254,6 @@ void RendererVulkan::RenderToWindow(PresentWindow& window, const Layout::Framebu
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scheduler.Flush(frame->render_ready);
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window.Present(frame);
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Core::PerfStats::game_frames_updated = false;
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//LOG_INFO(Render_Vulkan, "Entered Present Thread");
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} else {
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//LOG_INFO(Render_Vulkan, "Entered Skip Present Thread");
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}
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}
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@ -290,39 +290,6 @@ void PresentWindow::Present(Frame* frame) {
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});
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}
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void PresentWindow::SkipPresent(Frame* frame) {
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// Fix this later
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if (!use_present_thread) {
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scheduler.WaitWorker();
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CopyToSwapchain(frame);
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free_queue.push(frame);
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return;
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}
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scheduler.Record([this, frame](vk::CommandBuffer) {
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std::unique_lock lock{queue_mutex};
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//present_queue.push(frame);
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frame_cv.notify_one();
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});
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}
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// Skip Present Bkup
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// void PresentWindow::SkipPresent(Frame* frame) {
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// if (!use_present_thread) {
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// scheduler.WaitWorker();
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// CopyToSwapchain(frame);
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// free_queue.push(frame);
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// return;
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// }
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// scheduler.Record([this, frame](vk::CommandBuffer) {
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// std::unique_lock lock{queue_mutex};
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// present_queue.push(frame);
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// frame_cv.notify_one();
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// });
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// }
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void PresentWindow::WaitPresent() {
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if (!use_present_thread) {
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return;
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@ -52,9 +52,6 @@ public:
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/// Queues the provided frame for presentation.
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void Present(Frame* frame);
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/// Skip queuing the provided frame for presentation.
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void SkipPresent(Frame* frame);
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/// This is called to notify the rendering backend of a surface change
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void NotifySurfaceChanged();
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