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This breaks tearing for me.
First of all in CMonitor::isTearingBlocked I'm not sure if
if (!m_tearingState.nextRenderTorn) {
reasons |= TC_NOT_TORN;
if (!full)
return reasons;
}
is useful. It's not really a reason for blocking tearing. I think the problem now is that to render a torn frame m_tearingState.nextRenderTorn needs to be true, or else isTearingBlocked is always true and
will never be true in CWindow::commitWindow(), so no torn frame can be rendered.
But to get m_tearingState.nextRenderTorn to be true the only place to get it is in CMonitorFrameScheduler::onFrame().
if (PMONITOR->m_tearingState.activelyTearing && ...) {
...
PMONITOR->m_tearingState.nextRenderTorn = true;
But m_tearingState.activelyTearing is only set here (if I'm correct):
This breaks tearing for me. First of all in CMonitor::isTearingBlocked I'm not sure if
if (!m_tearingState.nextRenderTorn) {
reasons |= TC_NOT_TORN;
if (!full)
return reasons;
}
is useful. It's not really a reason for blocking tearing. I think the problem now is that to render a torn frame m_tearingState.nextRenderTorn needs to be true, or else isTearingBlocked is always true and
will never be true in CWindow::commitWindow(), so no torn frame can be rendered. But to get m_tearingState.nextRenderTorn to be true the only place to get it is in CMonitorFrameScheduler::onFrame().
if (PMONITOR->m_tearingState.activelyTearing && ...) {
...
PMONITOR->m_tearingState.nextRenderTorn = true;
But m_tearingState.activelyTearing is only set here (if I'm correct):
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If tearing is blocked, we cannot start rendering. We'll start fucking the log and wasting resources