GPUDevice: Make vsync actually tear-free
Apparently users prefer stutter over tearing...
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@ -573,8 +573,8 @@ 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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bool vsync, bool threaded_presentation, std::optional<bool> exclusive_fullscreen_control,
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FeatureMask disabled_features, Error* error);
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bool vsync, bool vsync_prefer_triple_buffer, bool threaded_presentation,
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std::optional<bool> exclusive_fullscreen_control, FeatureMask disabled_features, Error* error);
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void Destroy();
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virtual bool HasSurface() const = 0;
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@ -673,7 +673,7 @@ public:
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void RenderImGui();
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ALWAYS_INLINE bool IsVSyncEnabled() const { return m_vsync_enabled; }
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virtual void SetVSyncEnabled(bool enabled);
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virtual void SetVSyncEnabled(bool enabled, bool prefer_triple_buffer);
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ALWAYS_INLINE bool IsDebugDevice() const { return m_debug_device; }
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ALWAYS_INLINE size_t GetVRAMUsage() const { return s_total_vram_usage; }
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@ -794,6 +794,7 @@ protected:
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static Statistics s_stats;
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bool m_vsync_enabled = false;
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bool m_vsync_prefer_triple_buffer = false;
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bool m_gpu_timing_enabled = false;
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bool m_debug_device = false;
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};
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