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vkd3d: Implement an adaptive system for internal latency handle.
Optimize for smoother frame pace rather than strict adherence to the present wait internal. The scenario where this can greatly help is on FRR display where GPU is rendering slower than refresh rate. In this situation, we can observe that DXGI present blocks spuriously for a full frame interval, which can cause starvation issues, since CPU might become too late to submit more work to GPU in time, which is especially devastating on Deck due to its power management scheme. Signed-off-by: Hans-Kristian Arntzen <[email protected]>
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