Calculate simulated vsync interval based on display refresh rate
parent
208964f038
commit
e2753e19e8
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@ -933,6 +933,26 @@ static SDL_RenderLineMethod SDL_GetRenderLineMethod()
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}
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}
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}
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}
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static void SDL_CalculateSimulatedVSyncInterval(SDL_Renderer *renderer, SDL_Window *window)
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{
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/* FIXME: SDL refresh rate API should return numerator/denominator */
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int refresh_rate = 0;
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int display_index = SDL_GetWindowDisplayIndex(window);
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SDL_DisplayMode mode;
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if (display_index < 0) {
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display_index = 0;
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}
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if (SDL_GetDesktopDisplayMode(display_index, &mode) == 0) {
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refresh_rate = mode.refresh_rate;
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}
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if (!refresh_rate) {
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/* Pick a good default refresh rate */
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refresh_rate = 60;
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}
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renderer->simulate_vsync_interval = (1000 / refresh_rate);
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}
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SDL_Renderer *
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SDL_Renderer *
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SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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{
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{
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@ -1022,6 +1042,7 @@ SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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}
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}
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}
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}
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SDL_CalculateSimulatedVSyncInterval(renderer, window);
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VerifyDrawQueueFunctions(renderer);
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VerifyDrawQueueFunctions(renderer);
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@ -4273,7 +4294,7 @@ static void
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SDL_RenderSimulateVSync(SDL_Renderer * renderer)
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SDL_RenderSimulateVSync(SDL_Renderer * renderer)
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{
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{
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Uint32 now, elapsed;
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Uint32 now, elapsed;
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const Uint32 interval = (1000 / 60); /* FIXME: What FPS? */
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const Uint32 interval = renderer->simulate_vsync_interval;
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if (!interval) {
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if (!interval) {
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/* We can't do sub-ms delay, so just return here */
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/* We can't do sub-ms delay, so just return here */
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@ -211,6 +211,7 @@ struct SDL_Renderer
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/* Whether we should simulate vsync */
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/* Whether we should simulate vsync */
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SDL_bool wanted_vsync;
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SDL_bool wanted_vsync;
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SDL_bool simulate_vsync;
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SDL_bool simulate_vsync;
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Uint32 simulate_vsync_interval;
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Uint32 last_present;
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Uint32 last_present;
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/* The logical resolution for rendering */
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/* The logical resolution for rendering */
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