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Calculate FPS using the actual display refresh rate rather than the requested one
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@ -587,7 +587,6 @@ public class Game extends Activity implements SurfaceHolder.Callback,
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private float prepareDisplayForRendering() {
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Display display = getWindowManager().getDefaultDisplay();
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WindowManager.LayoutParams windowLayoutParams = getWindow().getAttributes();
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float displayRefreshRate;
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// On M, we can explicitly set the optimal display mode
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.M) {
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@ -631,7 +630,6 @@ public class Game extends Activity implements SurfaceHolder.Callback,
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LimeLog.info("Selected display mode: "+bestMode.getPhysicalWidth()+"x"+
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bestMode.getPhysicalHeight()+"x"+bestMode.getRefreshRate());
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windowLayoutParams.preferredDisplayModeId = bestMode.getModeId();
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displayRefreshRate = bestMode.getRefreshRate();
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}
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// On L, we can at least tell the OS that we want a refresh rate
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else if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
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@ -652,12 +650,10 @@ public class Game extends Activity implements SurfaceHolder.Callback,
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}
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LimeLog.info("Selected refresh rate: "+bestRefreshRate);
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windowLayoutParams.preferredRefreshRate = bestRefreshRate;
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displayRefreshRate = bestRefreshRate;
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}
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else {
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// Otherwise, the active display refresh rate is just
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// whatever is currently in use.
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displayRefreshRate = display.getRefreshRate();
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}
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// Apply the display mode change
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@ -694,7 +690,9 @@ public class Game extends Activity implements SurfaceHolder.Callback,
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streamView.setDesiredAspectRatio((double)prefConfig.width / (double)prefConfig.height);
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}
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return displayRefreshRate;
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// Use the actual refresh rate of the display, since the preferred refresh rate or mode
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// may not actually be applied (ex: Pixel 4 with Smooth Display disabled).
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return getWindowManager().getDefaultDisplay().getRefreshRate();
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}
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@SuppressLint("InlinedApi")
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