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