GPUDevice: Purge threaded presentation
Worse frame pacing, and GPU thread (when I finish it) will give significantly faster performance on mobile anyway.
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@ -63,9 +63,8 @@ bool D3D11Device::HasSurface() const
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return static_cast<bool>(m_swap_chain);
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}
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bool D3D11Device::CreateDevice(std::string_view adapter, bool threaded_presentation,
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std::optional<bool> exclusive_fullscreen_control, FeatureMask disabled_features,
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Error* error)
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bool D3D11Device::CreateDevice(std::string_view adapter, std::optional<bool> exclusive_fullscreen_control,
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FeatureMask disabled_features, Error* error)
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{
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std::unique_lock lock(s_instance_mutex);
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