Try mono threaded and profiled

This commit is contained in:
samcake 2018-06-12 10:50:45 -07:00 committed by Sam Gateau
parent b7069fff71
commit df3d689098

View file

@ -18,7 +18,7 @@
#define DEFAULT_ALLOWED_TEXTURE_MEMORY_MB ((size_t)1024)
#define MAX_RESOURCE_TEXTURES_PER_FRAME 2
#define NO_BUFFER_WORK_SLEEP_TIME_MS 2
#define THREADED_TEXTURE_BUFFERING 1
//#define THREADED_TEXTURE_BUFFERING 1
static const size_t DEFAULT_ALLOWED_TEXTURE_MEMORY = MB_TO_BYTES(DEFAULT_ALLOWED_TEXTURE_MEMORY_MB);
@ -375,6 +375,7 @@ void GLTextureTransferEngineDefault::populateActiveBufferQueue() {
}
bool GLTextureTransferEngineDefault::processActiveBufferQueue() {
PROFILE_RANGE(render_gpu_gl, __FUNCTION__);
ActiveTransferQueue activeBufferQueue;
{
Lock lock(_bufferMutex);