GPUDevice: Purge threaded presentation

Worse frame pacing, and GPU thread (when I finish it) will give
significantly faster performance on mobile anyway.
This commit is contained in:
Stenzek
2024-09-07 12:15:42 +10:00
parent c5dd48474f
commit 1c1b82ed66
20 changed files with 65 additions and 235 deletions

View File

@ -604,8 +604,8 @@ public:
virtual RenderAPI GetRenderAPI() const = 0;
bool Create(std::string_view adapter, std::string_view shader_cache_path, u32 shader_cache_version, bool debug_device,
GPUVSyncMode vsync, bool allow_present_throttle, bool threaded_presentation,
std::optional<bool> exclusive_fullscreen_control, FeatureMask disabled_features, Error* error);
GPUVSyncMode vsync, bool allow_present_throttle, std::optional<bool> exclusive_fullscreen_control,
FeatureMask disabled_features, Error* error);
void Destroy();
virtual bool HasSurface() const = 0;
@ -737,9 +737,8 @@ public:
static void ResetStatistics();
protected:
virtual bool CreateDevice(std::string_view adapter, bool threaded_presentation,
std::optional<bool> exclusive_fullscreen_control, FeatureMask disabled_features,
Error* error) = 0;
virtual bool CreateDevice(std::string_view adapter, std::optional<bool> exclusive_fullscreen_control,
FeatureMask disabled_features, Error* error) = 0;
virtual void DestroyDevice() = 0;
std::string GetShaderCacheBaseName(std::string_view type) const;