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Disable the adaptive vsync checks by commenting them out. No need to have a disabled check run every frame.
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+10
-8
+10
-8
@@ -384,12 +384,14 @@ GLES_GPU::GLES_GPU()
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: resized_(false) {
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#ifdef _WIN32
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lastVsync_ = g_Config.bVSync ? 1 : 0;
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if (gl_extensions.EXT_swap_control_tear) {
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// Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing
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// so it just keeps tearing. Not what I hoped for...
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//if (false && gl_extensions.EXT_swap_control_tear) {
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// See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
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glstate.SetVSyncInterval(g_Config.bVSync ? -1 :0);
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} else {
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// glstate.SetVSyncInterval(g_Config.bVSync ? -1 :0);
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//} else {
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glstate.SetVSyncInterval(g_Config.bVSync ? 1 : 0);
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}
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//}
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#endif
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shaderManager_ = new ShaderManager();
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@@ -517,12 +519,12 @@ void GLES_GPU::BeginFrameInternal() {
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if (desiredVSyncInterval != lastVsync_) {
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// Disabled EXT_swap_control_tear for now, it never seems to settle at the correct timing
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// so it just keeps tearing. Not what I hoped for...
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if (false && gl_extensions.EXT_swap_control_tear) {
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//if (false && gl_extensions.EXT_swap_control_tear) {
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// See http://developer.download.nvidia.com/opengl/specs/WGL_EXT_swap_control_tear.txt
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glstate.SetVSyncInterval(-desiredVSyncInterval);
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} else {
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// glstate.SetVSyncInterval(-desiredVSyncInterval);
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//} else {
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glstate.SetVSyncInterval(desiredVSyncInterval);
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}
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//}
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lastVsync_ = desiredVSyncInterval;
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}
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#endif
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