mirror of https://github.com/encounter/SDL.git
Adding specific SDL_Hint for the dynamic VSYNC
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@ -16,6 +16,10 @@ cmake --build build
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cmake --install build
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```
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## Hints
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The PS2 port has a special Hint for having a dynamic VSYNC. The Hint is `SDL_HINT_PS2_DYNAMIC_VSYNC`.
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If you enabled the dynamic vsync having as well `SDL_RENDERER_PRESENTVSYNC` enabled, then if the app is not able to run at 60 FPS, automatically the `vsync` will be disabled having a better performance, instead of droping FPS to 30.
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## Notes
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If you trying to debug a SDL app through [ps2client](https://github.com/ps2dev/ps2client) you need to avoid the IOP reset, otherwise you will lose the conection with your computer.
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So to avoid the reset of the IOP CPU, you need to call to the macro `SDL_PS2_SKIP_IOP_RESET();`.
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@ -1405,6 +1405,17 @@ extern "C" {
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*/
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#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
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/**
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* \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
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*
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* This variable can be set to the following values:
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* "0" - It will be using VSYNC as defined in the main flag. Default
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* "1" - If VSYNC was previously enabled, then it will disable VSYNC if doesn't reach enough speed
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*
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* By default SDL does not enable the automatic VSYNC
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*/
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#define SDL_HINT_PS2_DYNAMIC_VSYNC "SDL_PS2_DYNAMIC_VSYNC"
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/**
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* \brief A variable to control whether the return key on the soft keyboard
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* should hide the soft keyboard on Android and iOS.
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@ -63,7 +63,7 @@ typedef struct
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GSGLOBAL *gsGlobal;
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uint64_t drawColor;
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int32_t vsync_callback_id;
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SDL_bool vsync; /* wether we do vsync */
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uint8_t vsync; /* 0 (Disabled), 1 (Enabled), 2 (Dynamic) */
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} PS2_RenderData;
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@ -660,14 +660,18 @@ PS2_RenderPresent(SDL_Renderer * renderer)
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PS2_RenderData *data = (PS2_RenderData *) renderer->driverdata;
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if (data->gsGlobal->DoubleBuffering == GS_SETTING_OFF) {
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if (data->vsync)
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if (data->vsync == 2) // Dynamic
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gsKit_sync(data->gsGlobal);
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else if (data->vsync == 1)
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gsKit_vsync_wait();
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gsKit_queue_exec(data->gsGlobal);
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} else {
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gsKit_queue_exec(data->gsGlobal);
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gsKit_finish();
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if (data->vsync)
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if (data->vsync == 2) // Dynamic
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gsKit_sync(data->gsGlobal);
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else if (data->vsync == 1)
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gsKit_vsync_wait();
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gsKit_flip(data->gsGlobal);
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}
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gsKit_TexManager_nextFrame(data->gsGlobal);
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@ -718,7 +722,8 @@ static int
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PS2_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
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data->vsync = vsync;
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SDL_bool dynamicVsync = SDL_GetHintBoolean(SDL_HINT_PS2_DYNAMIC_VSYNC, SDL_FALSE);
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data->vsync = vsync ? (dynamicVsync ? 2 : 1) : 0;
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return 0;
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}
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@ -729,6 +734,7 @@ PS2_CreateRenderer(SDL_Window * window, Uint32 flags)
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PS2_RenderData *data;
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GSGLOBAL *gsGlobal;
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ee_sema_t sema;
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SDL_bool dynamicVsync;
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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if (!renderer) {
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@ -781,11 +787,8 @@ PS2_CreateRenderer(SDL_Window * window, Uint32 flags)
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gsKit_clear(gsGlobal, GS_BLACK);
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data->gsGlobal = gsGlobal;
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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data->vsync = SDL_TRUE;
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} else {
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data->vsync = SDL_FALSE;
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}
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dynamicVsync = SDL_GetHintBoolean(SDL_HINT_PS2_DYNAMIC_VSYNC, SDL_FALSE);
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data->vsync = flags & SDL_RENDERER_PRESENTVSYNC ? (dynamicVsync ? 2 : 1) : 0;
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renderer->WindowEvent = PS2_WindowEvent;
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renderer->CreateTexture = PS2_CreateTexture;
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