remove queue draw, does not work with animations
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Arda Atci
2023-12-19 17:57:10 +03:00
parent 7b2fa9d09e
commit d4f3ffb258

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@@ -1649,8 +1649,8 @@ static bool redirect_start(session_t *ps) {
}
ps->frame_pacing = !ps->o.no_frame_pacing;
// if ((ps->o.legacy_backends || ps->o.benchmark || !ps->backend_data->ops->last_render_time) &&
if ((ps->o.legacy_backends || ps->o.animations || ps->o.benchmark || !ps->backend_data->ops->last_render_time) &&
// if ((ps->o.legacy_backends || ps->o.animations || ps->o.benchmark || !ps->backend_data->ops->last_render_time) &&
if ((ps->o.legacy_backends || ps->o.benchmark || !ps->backend_data->ops->last_render_time) &&
ps->frame_pacing) {
// Disable frame pacing if we are using a legacy backend or if we are in
// benchmark mode, or if the backend doesn't report render time
@@ -1999,11 +1999,6 @@ static void draw_callback_impl(EV_P_ session_t *ps, int revents attr_unused) {
ps->render_queued = false;
// Queue redraw if animation is running. This should be picked up by next present
// event.
if (!animation_running) {
queue_redraw(ps);
}
if (ps->vblank_scheduler) {
// Even if we might not want to render during next vblank, we want to keep
// `backend_busy` up to date, so when the next render comes, we can