When discard_delayed_release is set (default), we allocate more buffers
and use a different buffer wait path.
Check if it is set, and use the old paths if not
(the alternative buffer wait path could still be used, but there is no
advantage to using it in this case).
Signed-off-by: Axel Davy <davyaxel0@gmail.com>
return hr;
if (This->base.device->minor_version_num > 2 &&
+ This->actx->discard_delayed_release &&
This->params.SwapEffect == D3DSWAPEFFECT_DISCARD &&
This->params.PresentationInterval == D3DPRESENT_INTERVAL_IMMEDIATE) {
int next_buffer = -1;
* . Buffer scheduled kernel side to be next on screen.
* . Last buffer sent. */
if (This->base.device->minor_version_num > 2 &&
+ This->actx->discard_delayed_release &&
pParams->PresentationInterval == D3DPRESENT_INTERVAL_IMMEDIATE) {
if (This->actx->thread_submit && count < 4)
count = 4;