minor fixes to render loop

This commit is contained in:
vaxerski 2022-07-31 16:54:36 +02:00
parent a1d1ec4c46
commit e95aa8ef26

View file

@ -98,6 +98,9 @@ void Events::listener_monitorFrame(void* owner, void* data) {
static int damageBlinkCleanup = 0; // because double-buffered
if (!*PDAMAGEBLINK)
damageBlinkCleanup = 0;
if (*PDEBUGOVERLAY == 1) {
startRender = std::chrono::high_resolution_clock::now();
g_pDebugOverlay->frameData(PMONITOR);
@ -112,6 +115,9 @@ void Events::listener_monitorFrame(void* owner, void* data) {
Debug::log(LOG, "NoFrameSchedule hit for %s.", PMONITOR->szName.c_str());
}
g_pLayoutManager->getCurrentLayout()->recalculateMonitor(PMONITOR->ID);
if (PMONITOR->framesToSkip > 10)
PMONITOR->framesToSkip = 0;
return;
}
@ -189,8 +195,12 @@ void Events::listener_monitorFrame(void* owner, void* data) {
}
}
if (PMONITOR->forceFullFrames > 0)
if (PMONITOR->forceFullFrames > 0) {
PMONITOR->forceFullFrames -= 1;
if (PMONITOR->forceFullFrames > 10)
PMONITOR->forceFullFrames = 0;
}
// TODO: this is getting called with extents being 0,0,0,0 should it be?
// potentially can save on resources.