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author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2016-03-08 17:38:24 +0100 |
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committer | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2016-03-09 20:48:18 +0000 |
commit | 587517475fdf3f53acae64804b699f79351689b5 (patch) | |
tree | 90c4e884c35b23ae422d6c3ea0293eedf469b486 /src/plugins/scenegraph/softwarecontext/qsgsoftwarerenderablenodeupdater_p.h | |
parent | d337438afe0dfd1c8db81d6994f6a1adcc2ea4d5 (diff) |
D3D12: Have more than one frame in flight
Start behaving properly and avoid blocking after each frame. Instead, have
two frames in flight and block in beginFrame() when we find we are too
fast. The result is similar to platforms with the behavior of
BufferQueuingOpenGL.
Change-Id: Ib922d407f6856c2af0f77f0ffc9810b7748907b2
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
Diffstat (limited to 'src/plugins/scenegraph/softwarecontext/qsgsoftwarerenderablenodeupdater_p.h')
0 files changed, 0 insertions, 0 deletions