qf.fence = RefCountedGLsync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
check_error();
qf.resources = move(resources);
+ qf.local_pts = local_pts;
unique_lock<mutex> lock(queue_lock);
frame_queue.push_back(move(qf));
qf.id = id;
qf.display_func = move(display_func);
qf.queue_spot_holder = move(queue_spot_holder);
+ qf.local_pts = local_pts;
check_error();