This previously existed due to a suspected limit on queries on nvidia drivers,
however that bug was actually due to context switching which has now been fixed.
static bool firstFrame = true;
static std::list<CallQuery> callQueries;
-static const int maxActiveCallQueries = 128;
static std::map<glws::Context*, GLuint> activePrograms;
frame_start();
}
- /* Ensure we don't have TOO many queries waiting for results */
- if (callQueries.size() >= maxActiveCallQueries) {
- completeCallQuery(callQueries.front());
- callQueries.pop_front();
- }
-
/* Create call query */
CallQuery query;
query.call = call.no;