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Wait on our D3D11 swapchain before rendering to reduce latency
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@@ -91,6 +91,9 @@ int Pacer::renderThread(void* context)
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}
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while (!me->m_Stopping) {
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// Wait for the renderer to be ready for the next frame
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me->m_VsyncRenderer->waitToRender();
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// Acquire the frame queue lock to protect the queue and
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// the not empty condition
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me->m_FrameQueueLock.lock();
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