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Tiny EGL code cleanup
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@ -859,7 +859,9 @@ void EGLRenderer::waitToRender()
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// See comment in renderFrame() for more details.
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// See comment in renderFrame() for more details.
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SDL_GL_MakeCurrent(m_Window, m_Context);
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SDL_GL_MakeCurrent(m_Window, m_Context);
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if (m_LastRenderSync != 0) {
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// Wait for the previous buffer swap to finish before picking the next frame to render.
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// This way we'll get the latest available frame and render it without blocking.
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if (m_LastRenderSync != EGL_NO_SYNC) {
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SDL_assert(m_eglClientWaitSync != nullptr);
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SDL_assert(m_eglClientWaitSync != nullptr);
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m_eglClientWaitSync(m_EGLDisplay, m_LastRenderSync, EGL_SYNC_FLUSH_COMMANDS_BIT, EGL_FOREVER);
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m_eglClientWaitSync(m_EGLDisplay, m_LastRenderSync, EGL_SYNC_FLUSH_COMMANDS_BIT, EGL_FOREVER);
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}
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}
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