D3D11Device: Fix GPU usage without vsync

This commit is contained in:
Stenzek 2024-04-27 23:28:00 +10:00
parent b53d941c3a
commit 373721af79
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1 changed files with 2 additions and 2 deletions

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@ -612,7 +612,7 @@ bool D3D11Device::BeginPresent(bool skip_present)
if (!m_swap_chain) if (!m_swap_chain)
{ {
// Note: Really slow on Intel... // Note: Really slow on Intel...
//m_context->Flush(); m_context->Flush();
TrimTexturePool(); TrimTexturePool();
return false; return false;
} }
@ -650,7 +650,7 @@ void D3D11Device::EndPresent(bool explicit_present)
DebugAssert(!explicit_present); DebugAssert(!explicit_present);
DebugAssert(m_num_current_render_targets == 0 && !m_current_depth_target); DebugAssert(m_num_current_render_targets == 0 && !m_current_depth_target);
if (m_vsync_enabled && m_gpu_timing_enabled) if (!m_vsync_enabled && m_gpu_timing_enabled)
PopTimestampQuery(); PopTimestampQuery();
// DirectX has no concept of tear-or-sync. I guess if we measured times ourselves, we could implement it. // DirectX has no concept of tear-or-sync. I guess if we measured times ourselves, we could implement it.