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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@ -185,9 +185,8 @@ public:
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void UnbindTextureBuffer(D3D12TextureBuffer* buf);
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protected:
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bool 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) override;
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bool CreateDevice(std::string_view adapter, std::optional<bool> exclusive_fullscreen_control,
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FeatureMask disabled_features, Error* error) override;
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void DestroyDevice() override;
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bool ReadPipelineCache(std::optional<DynamicHeapArray<u8>> data) override;
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