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internal/ui: call a graphics driver's SetFPSMode only when necessary
It was odd to call this in the swapBufferForGL function.
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@ -1317,6 +1317,10 @@ func (u *UserInterface) setFPSMode(fpsMode FPSModeType) error {
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return err
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}
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u.renderThread.CallAsync(func() {
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u.graphicsDriver.SetVsyncEnabled(u.fpsMode == FPSModeVsyncOn)
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})
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return nil
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}
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@ -1894,7 +1898,6 @@ func (u *UserInterface) updateVsyncOnRenderThread() error {
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}
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}
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}
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u.graphicsDriver.SetVsyncEnabled(u.fpsMode == FPSModeVsyncOn)
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return nil
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}
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