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* This is a possible fix for a case where render work triggered by mouse movements (such as pixel and vertex picking) can happen faster than it executes, leading to a backlog of render commands and a noticeable lag which only gets worse the more you move the mouse until everything seems to be unresponsive or laggy (especially if you then trigger a blocking command like event change, which will block the whole UI until the queued picks happen). * Since a new pick coming in will override and make redundant the previous pick, we allow the render commands to do just that. If a new command comes in, we remove any previous commands with the same tag and put the command in the first match (this prevents a tagged invoke always being pushed to the back of the queue).