diff --git a/src/video_core/renderer_vulkan/renderer_vulkan.cpp b/src/video_core/renderer_vulkan/renderer_vulkan.cpp index a860039fd..7881502db 100644 --- a/src/video_core/renderer_vulkan/renderer_vulkan.cpp +++ b/src/video_core/renderer_vulkan/renderer_vulkan.cpp @@ -254,9 +254,6 @@ void RendererVulkan::RenderToWindow(PresentWindow& window, const Layout::Framebu scheduler.Flush(frame->render_ready); window.Present(frame); Core::PerfStats::game_frames_updated = false; - //LOG_INFO(Render_Vulkan, "Entered Present Thread"); - } else { - //LOG_INFO(Render_Vulkan, "Entered Skip Present Thread"); } } diff --git a/src/video_core/renderer_vulkan/vk_present_window.cpp b/src/video_core/renderer_vulkan/vk_present_window.cpp index 2b7c765a3..4d049d97d 100644 --- a/src/video_core/renderer_vulkan/vk_present_window.cpp +++ b/src/video_core/renderer_vulkan/vk_present_window.cpp @@ -290,39 +290,6 @@ void PresentWindow::Present(Frame* frame) { }); } -void PresentWindow::SkipPresent(Frame* frame) { - // Fix this later - if (!use_present_thread) { - scheduler.WaitWorker(); - CopyToSwapchain(frame); - free_queue.push(frame); - return; - } - - scheduler.Record([this, frame](vk::CommandBuffer) { - std::unique_lock lock{queue_mutex}; - //present_queue.push(frame); - frame_cv.notify_one(); - }); -} - -// Skip Present Bkup -// void PresentWindow::SkipPresent(Frame* frame) { -// if (!use_present_thread) { -// scheduler.WaitWorker(); -// CopyToSwapchain(frame); -// free_queue.push(frame); -// return; -// } - -// scheduler.Record([this, frame](vk::CommandBuffer) { -// std::unique_lock lock{queue_mutex}; -// present_queue.push(frame); -// frame_cv.notify_one(); -// }); -// } - - void PresentWindow::WaitPresent() { if (!use_present_thread) { return; diff --git a/src/video_core/renderer_vulkan/vk_present_window.h b/src/video_core/renderer_vulkan/vk_present_window.h index 020e91a54..012dbf81b 100644 --- a/src/video_core/renderer_vulkan/vk_present_window.h +++ b/src/video_core/renderer_vulkan/vk_present_window.h @@ -52,9 +52,6 @@ public: /// Queues the provided frame for presentation. void Present(Frame* frame); - /// Skip queuing the provided frame for presentation. - void SkipPresent(Frame* frame); - /// This is called to notify the rendering backend of a surface change void NotifySurfaceChanged();