vsync wait on win32 #86
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@ -2405,36 +2405,35 @@ void oc_vsync_init(void)
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void oc_vsync_wait(oc_window window)
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{
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// TODO figure out why this causes stuttering with triple buffering
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oc_window_data* windowData = oc_window_ptr_from_handle(window);
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if(!windowData)
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{
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return;
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}
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// oc_window_data* windowData = oc_window_ptr_from_handle(window);
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// if(!windowData)
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// {
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// return;
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// }
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OCWindow* ocWindow = (OCWindow*)windowData->osx.nsWindow;
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// OCWindow* ocWindow = (OCWindow*)windowData->osx.nsWindow;
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CVReturn ret;
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// CVReturn ret;
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if((ret = CVDisplayLinkCreateWithActiveCGDisplays(&ocWindow->displayLink)) != kCVReturnSuccess)
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{
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oc_log_error("CVDisplayLinkCreateWithActiveCGDisplays error: %d\n", ret);
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}
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// if((ret = CVDisplayLinkCreateWithActiveCGDisplays(&ocWindow->displayLink)) != kCVReturnSuccess)
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// {
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// oc_log_error("CVDisplayLinkCreateWithActiveCGDisplays error: %d\n", ret);
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// }
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CGDirectDisplayID mainDisplay = CGMainDisplayID();
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// CGDirectDisplayID mainDisplay = CGMainDisplayID();
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if((ret = CVDisplayLinkSetCurrentCGDisplay(ocWindow->displayLink, mainDisplay)) != kCVReturnSuccess)
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{
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oc_log_error("CVDisplayLinkSetCurrentCGDisplay ret: %d\n", ret);
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}
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// if((ret = CVDisplayLinkSetCurrentCGDisplay(ocWindow->displayLink, mainDisplay)) != kCVReturnSuccess)
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// {
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// oc_log_error("CVDisplayLinkSetCurrentCGDisplay ret: %d\n", ret);
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// }
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if((ret = CVDisplayLinkSetOutputCallback(ocWindow->displayLink, oc_display_link_callback, ocWindow)) != kCVReturnSuccess)
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{
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oc_log_error("CVDisplayLinkSetOutputCallback ret: %d\n", ret);
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}
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// if((ret = CVDisplayLinkSetOutputCallback(ocWindow->displayLink, oc_display_link_callback, ocWindow)) != kCVReturnSuccess)
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// {
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// oc_log_error("CVDisplayLinkSetOutputCallback ret: %d\n", ret);
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// }
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// if((ret = CVDisplayLinkStart(ocWindow->displayLink)) != kCVReturnSuccess)
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// {
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// oc_log_error("CVDisplayLinkStart ret: %d\n", ret);
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// }
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if((ret = CVDisplayLinkStart(ocWindow->displayLink)) != kCVReturnSuccess)
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{
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oc_log_error("CVDisplayLinkStart ret: %d\n", ret);
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}
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}
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|
|
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@ -148,10 +148,7 @@ oc_surface oc_surface_create_for_window(oc_window window, oc_surface_api api)
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if(surface)
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{
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surfaceHandle = oc_surface_handle_alloc(surface);
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// On windows, we do a manual wait for vsync in runtime.c so just turn all the swap intervals off
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#if OC_PLATFORM_WINDOWS
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oc_surface_swap_interval(surfaceHandle, 0);
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#endif
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oc_surface_swap_interval(surfaceHandle, 1);
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oc_surface_select(surfaceHandle);
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}
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return (surfaceHandle);
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|
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@ -209,6 +209,8 @@ i32 orca_surface_callback(void* user)
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data->surface = oc_surface_create_for_window(data->window, data->api);
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#if OC_PLATFORM_WINDOWS
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//NOTE(martin): on windows we set all surfaces to non-synced, and do a single "manual" wait here.
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// on macOS each surface is individually synced to the monitor refresh rate but don't block each other
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oc_surface_swap_interval(data->surface, 0);
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#endif
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@ -839,7 +841,11 @@ i32 orca_runloop(void* user)
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oc_arena_clear(oc_scratch());
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#if OC_PLATFORM_WINDOWS
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//NOTE(martin): on windows we set all surfaces to non-synced, and do a single "manual" wait here.
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// on macOS each surface is individually synced to the monitor refresh rate but don't block each other
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oc_vsync_wait(app->window);
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#endif
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}
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||||
|
||||
if(exports[OC_EXPORT_TERMINATE])
|
||||
|
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Reference in New Issue