GPUDevice: Remove BeginPresent() skip parameter
It wasn't used - System does its own present skipping.
This commit is contained in:
@ -639,11 +639,8 @@ void D3D11Device::SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle)
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}
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}
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GPUDevice::PresentResult D3D11Device::BeginPresent(bool skip_present, u32 clear_color)
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GPUDevice::PresentResult D3D11Device::BeginPresent(u32 clear_color)
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{
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if (skip_present)
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return PresentResult::SkipPresent;
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if (!m_swap_chain)
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{
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// Note: Really slow on Intel...
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@ -104,7 +104,7 @@ public:
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bool SetGPUTimingEnabled(bool enabled) override;
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float GetAndResetAccumulatedGPUTime() override;
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PresentResult BeginPresent(bool skip_present, u32 clear_color) override;
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PresentResult BeginPresent(u32 clear_color) override;
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void EndPresent(bool explicit_present) override;
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void SubmitPresent() override;
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@ -1123,7 +1123,7 @@ void D3D12Device::SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle)
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}
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}
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GPUDevice::PresentResult D3D12Device::BeginPresent(bool frame_skip, u32 clear_color)
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GPUDevice::PresentResult D3D12Device::BeginPresent(u32 clear_color)
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{
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if (InRenderPass())
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EndRenderPass();
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@ -1131,9 +1131,6 @@ GPUDevice::PresentResult D3D12Device::BeginPresent(bool frame_skip, u32 clear_co
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if (m_device_was_lost) [[unlikely]]
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return PresentResult::DeviceLost;
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if (frame_skip)
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return PresentResult::SkipPresent;
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// If we're running surfaceless, kick the command buffer so we don't run out of descriptors.
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if (!m_swap_chain)
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{
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@ -126,7 +126,7 @@ public:
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bool SetGPUTimingEnabled(bool enabled) override;
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float GetAndResetAccumulatedGPUTime() override;
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PresentResult BeginPresent(bool skip_present, u32 clear_color) override;
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PresentResult BeginPresent(u32 clear_color) override;
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void EndPresent(bool explicit_present) override;
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void SubmitPresent() override;
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@ -709,7 +709,7 @@ public:
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virtual void DrawIndexedWithBarrier(u32 index_count, u32 base_index, u32 base_vertex, DrawBarrier type) = 0;
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/// Returns false if the window was completely occluded.
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virtual PresentResult BeginPresent(bool skip_present, u32 clear_color = DEFAULT_CLEAR_COLOR) = 0;
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virtual PresentResult BeginPresent(u32 clear_color = DEFAULT_CLEAR_COLOR) = 0;
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virtual void EndPresent(bool explicit_submit) = 0;
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virtual void SubmitPresent() = 0;
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@ -265,7 +265,7 @@ public:
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void SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle) override;
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PresentResult BeginPresent(bool skip_present, u32 clear_color) override;
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PresentResult BeginPresent(u32 clear_color) override;
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void EndPresent(bool explicit_submit) override;
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void SubmitPresent() override;
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@ -2312,13 +2312,10 @@ id<MTLBlitCommandEncoder> MetalDevice::GetBlitEncoder(bool is_inline)
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}
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}
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GPUDevice::PresentResult MetalDevice::BeginPresent(bool skip_present, u32 clear_color)
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GPUDevice::PresentResult MetalDevice::BeginPresent(u32 clear_color)
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{
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@autoreleasepool
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{
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if (skip_present)
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return PresentResult::SkipPresent;
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if (m_layer == nil)
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{
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TrimTexturePool();
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@ -740,16 +740,12 @@ void OpenGLDevice::DestroyBuffers()
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m_vertex_buffer.reset();
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}
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GPUDevice::PresentResult OpenGLDevice::BeginPresent(bool skip_present, u32 clear_color)
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GPUDevice::PresentResult OpenGLDevice::BeginPresent(u32 clear_color)
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{
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if (skip_present || m_window_info.type == WindowInfo::Type::Surfaceless)
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if (m_window_info.type == WindowInfo::Type::Surfaceless)
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{
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if (!skip_present)
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{
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glFlush();
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TrimTexturePool();
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}
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glFlush();
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TrimTexturePool();
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return PresentResult::SkipPresent;
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}
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@ -104,7 +104,7 @@ public:
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void SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle) override;
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PresentResult BeginPresent(bool skip_present, u32 clear_color) override;
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PresentResult BeginPresent(u32 clear_color) override;
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void EndPresent(bool explicit_present) override;
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void SubmitPresent() override;
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@ -1784,7 +1784,7 @@ GPUDevice::PresentResult PostProcessing::ReShadeFXShader::Apply(GPUTexture* inpu
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if (pass.render_targets.size() == 1 && pass.render_targets[0] == OUTPUT_COLOR_TEXTURE && !final_target)
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{
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// Special case: drawing to final buffer.
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if (const GPUDevice::PresentResult pres = g_gpu_device->BeginPresent(false); pres != GPUDevice::PresentResult::OK)
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if (const GPUDevice::PresentResult pres = g_gpu_device->BeginPresent(); pres != GPUDevice::PresentResult::OK)
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{
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GL_POP();
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return pres;
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@ -177,7 +177,7 @@ GPUDevice::PresentResult PostProcessing::GLSLShader::Apply(GPUTexture* input_col
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// Assumes final stage has been cleared already.
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if (!final_target)
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{
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if (const GPUDevice::PresentResult pres = g_gpu_device->BeginPresent(false); pres != GPUDevice::PresentResult::OK)
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if (const GPUDevice::PresentResult pres = g_gpu_device->BeginPresent(); pres != GPUDevice::PresentResult::OK)
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return pres;
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}
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else
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@ -2342,7 +2342,7 @@ void VulkanDevice::SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle)
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}
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}
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GPUDevice::PresentResult VulkanDevice::BeginPresent(bool frame_skip, u32 clear_color)
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GPUDevice::PresentResult VulkanDevice::BeginPresent(u32 clear_color)
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{
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if (InRenderPass())
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EndRenderPass();
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@ -2350,9 +2350,6 @@ GPUDevice::PresentResult VulkanDevice::BeginPresent(bool frame_skip, u32 clear_c
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if (m_device_was_lost) [[unlikely]]
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return PresentResult::DeviceLost;
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if (frame_skip)
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return PresentResult::SkipPresent;
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// If we're running surfaceless, kick the command buffer so we don't run out of descriptors.
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if (!m_swap_chain)
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{
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@ -142,7 +142,7 @@ public:
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void SetVSyncMode(GPUVSyncMode mode, bool allow_present_throttle) override;
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PresentResult BeginPresent(bool skip_present, u32 clear_color) override;
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PresentResult BeginPresent(u32 clear_color) override;
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void EndPresent(bool explicit_present) override;
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void SubmitPresent() override;
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