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Collecting frame end time with glQueryCounter.
Collection is triggered in rasterizer_gles3.cpp in RasterizerGLES3::end_frame(). The new virtual function Rasterizer::sync_end_frame() can be used to later fetch the result. The virtual function VisualServer::sync() and its implementations have been adapted to pass the result out to the main loop. Side effect: Rasterizer::sync_end_frame() and therefore VisualServer::sync() will now actively wait for the next-to-last frame to finish rendering. The last frame can still be fully pending in the GPU/Driver pipleline, so this should have no impact on throughput in normal situations. It does increase the risk of frame drops if the CPU has unusually much to do for a frame or two and additional bufferd frames could compensate, so the precise frame to wait for (or whether there should be any waiting) should be made configurable later.
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