Remove the previous frame rendered fence

- Waiting on this fence prior to rendering introduces pipeline bubbles which can impact rendering performance on low-end GPUs
- Pacer simply waiting to release the previous frame until after the current frame is rendered already means any decoder stall should be very short
This commit is contained in:
Cameron Gutman
2026-01-19 16:01:50 -06:00
parent 02a86167da
commit adbd19e6fa
2 changed files with 0 additions and 65 deletions
@@ -23,7 +23,6 @@ public:
virtual void renderFrame(AVFrame* frame) override;
virtual void notifyOverlayUpdated(Overlay::OverlayType) override;
virtual bool notifyWindowChanged(PWINDOW_STATE_CHANGE_INFO stateInfo) override;
virtual void waitToRender() override;
virtual int getRendererAttributes() override;
virtual int getDecoderCapabilities() override;
virtual InitFailureReason getInitFailureReason() override;
@@ -79,9 +78,6 @@ private:
Microsoft::WRL::ComPtr<ID3D11BlendState> m_OverlayBlendState;
SupportedFenceType m_FenceType;
Microsoft::WRL::ComPtr<ID3D11Fence> m_PreviousFrameRenderedFence;
Microsoft::WRL::Wrappers::Event m_PreviousFrameRenderedEvent;
UINT64 m_PreviousFrameRenderedFenceValue;
Microsoft::WRL::ComPtr<ID3D11Fence> m_DecodeD2RFence, m_RenderD2RFence;
Microsoft::WRL::ComPtr<ID3D11Fence> m_DecodeR2DFence, m_RenderR2DFence;
UINT64 m_DecodeRenderSyncFenceValue;