Tiny EGL code cleanup

This commit is contained in:
Cameron Gutman 2022-04-10 19:35:29 -05:00
parent 0e5670d50d
commit d8dbe77427

View file

@ -859,7 +859,9 @@ void EGLRenderer::waitToRender()
// See comment in renderFrame() for more details. // See comment in renderFrame() for more details.
SDL_GL_MakeCurrent(m_Window, m_Context); SDL_GL_MakeCurrent(m_Window, m_Context);
if (m_LastRenderSync != 0) { // Wait for the previous buffer swap to finish before picking the next frame to render.
// This way we'll get the latest available frame and render it without blocking.
if (m_LastRenderSync != EGL_NO_SYNC) {
SDL_assert(m_eglClientWaitSync != nullptr); SDL_assert(m_eglClientWaitSync != nullptr);
m_eglClientWaitSync(m_EGLDisplay, m_LastRenderSync, EGL_SYNC_FLUSH_COMMANDS_BIT, EGL_FOREVER); m_eglClientWaitSync(m_EGLDisplay, m_LastRenderSync, EGL_SYNC_FLUSH_COMMANDS_BIT, EGL_FOREVER);
} }