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D3D11Device: Fix GPU usage without vsync
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@ -612,7 +612,7 @@ bool D3D11Device::BeginPresent(bool skip_present)
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if (!m_swap_chain)
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if (!m_swap_chain)
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{
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{
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// Note: Really slow on Intel...
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// Note: Really slow on Intel...
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//m_context->Flush();
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m_context->Flush();
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TrimTexturePool();
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TrimTexturePool();
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return false;
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return false;
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}
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}
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@ -650,7 +650,7 @@ void D3D11Device::EndPresent(bool explicit_present)
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DebugAssert(!explicit_present);
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DebugAssert(!explicit_present);
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DebugAssert(m_num_current_render_targets == 0 && !m_current_depth_target);
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DebugAssert(m_num_current_render_targets == 0 && !m_current_depth_target);
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if (m_vsync_enabled && m_gpu_timing_enabled)
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if (!m_vsync_enabled && m_gpu_timing_enabled)
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PopTimestampQuery();
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PopTimestampQuery();
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// DirectX has no concept of tear-or-sync. I guess if we measured times ourselves, we could implement it.
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// DirectX has no concept of tear-or-sync. I guess if we measured times ourselves, we could implement it.
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