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