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gpu allocation optimizations (ryubing/ryujinx!195)
See merge request ryubing/ryujinx!195
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@@ -17,13 +17,13 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_impl = impl;
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}
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public void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback)
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public unsafe void Present(ITexture texture, ImageCrop crop, Action swapBuffersCallback)
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{
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// If there's already a frame in the pipeline, wait for it to be presented first.
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// This is a multithread rate limit - we can't be more than one frame behind the command queue.
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_renderer.WaitForFrame();
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_renderer.New<WindowPresentCommand>().Set(new TableRef<ThreadedTexture>(_renderer, texture as ThreadedTexture), crop, new TableRef<Action>(_renderer, swapBuffersCallback));
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_renderer.New<WindowPresentCommand>()->Set(new TableRef<ThreadedTexture>(_renderer, texture as ThreadedTexture), crop, new TableRef<Action>(_renderer, swapBuffersCallback));
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_renderer.QueueCommand();
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}
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