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