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Set desktop reserved threads to 1; HMD reserved threads to 2
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2 changed files with 4 additions and 1 deletions
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@ -78,7 +78,8 @@ public:
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void setVsyncEnabled(bool vsyncEnabled) { _vsyncEnabled = vsyncEnabled; }
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void setVsyncEnabled(bool vsyncEnabled) { _vsyncEnabled = vsyncEnabled; }
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bool isVsyncEnabled() const { return _vsyncEnabled; }
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bool isVsyncEnabled() const { return _vsyncEnabled; }
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// Three threads, one for rendering, one for texture transfers, one reserved for the GL driver
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// Three threads, one for rendering, one for texture transfers, one reserved for the GL driver
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int getRequiredThreadCount() const override { return 3; }
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// Drop to one reserved for better other-task performance in desktop
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int getRequiredThreadCount() const override { return 1; }
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virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator() override;
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virtual std::function<void(gpu::Batch&, const gpu::TexturePointer&)> getHUDOperator() override;
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void copyTextureToQuickFramebuffer(NetworkTexturePointer source,
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void copyTextureToQuickFramebuffer(NetworkTexturePointer source,
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@ -38,6 +38,8 @@ public:
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virtual StencilMaskMode getStencilMaskMode() const override { return StencilMaskMode::MESH; }
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virtual StencilMaskMode getStencilMaskMode() const override { return StencilMaskMode::MESH; }
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virtual StencilMaskMeshOperator getStencilMaskMeshOperator() override;
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virtual StencilMaskMeshOperator getStencilMaskMeshOperator() override;
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// Attempt to reserve two threads.
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int getRequiredThreadCount() const override { return 2; }
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protected:
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protected:
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void customizeContext() override;
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void customizeContext() override;
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