Sync render thread present with main thread. (#62)

* Experimenting with syncing the render thread.

* Separate wait functions for swap chains.

* Sync render thread present to the main thread.

* Move present to main thread and frame limit after presenting.

* g_next -> s_next

* Fix Vulkan validation errors.

* Make max frame latency configurable.

* Fix loading thread breaking waitable swap chain order.
This commit is contained in:
Skyth (Asilkan)
2024-12-25 16:29:15 +03:00
committed by GitHub
parent c1cafacf22
commit fd009bcada
14 changed files with 242 additions and 275 deletions

View File

@@ -1474,10 +1474,11 @@ bool InstallerWizard::Run(std::filesystem::path installPath, bool skipGame)
while (s_isVisible)
{
Video::WaitOnSwapChain();
SDL_PumpEvents();
SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
GameWindow::Update();
Video::HostPresent();
Video::Present();
}
GameWindow::SetFullscreenCursorVisibility(false);