Plumb the ability to disable V-sync through the video renderers

This commit is contained in:
Cameron Gutman
2018-08-20 18:19:42 -07:00
parent 6b395c816f
commit f7d3c10c9d
18 changed files with 90 additions and 49 deletions

View File

@@ -116,9 +116,10 @@ RenderNextFrame:
av_frame_free(&frame);
}
bool Pacer::initialize(SDL_Window* window, int maxVideoFps)
bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enableVsync)
{
m_MaxVideoFps = maxVideoFps;
m_EnableVsync = enableVsync;
int displayIndex = SDL_GetWindowDisplayIndex(window);
if (displayIndex < 0) {
@@ -136,21 +137,28 @@ bool Pacer::initialize(SDL_Window* window, int maxVideoFps)
m_DisplayFps = mode.refresh_rate;
}
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Frame pacing: target %d Hz with %d FPS stream",
m_DisplayFps, m_MaxVideoFps);
if (m_EnableVsync) {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Frame pacing in tear-free mode: target %d Hz with %d FPS stream",
m_DisplayFps, m_MaxVideoFps);
#if defined(Q_OS_DARWIN)
m_VsyncSource = new DisplayLinkVsyncSource(this);
#elif defined(Q_OS_WIN32)
m_VsyncSource = new DxVsyncSource(this);
#else
// Platforms without a VsyncSource will just render frames
// immediately like they used to.
#endif
#if defined(Q_OS_DARWIN)
m_VsyncSource = new DisplayLinkVsyncSource(this);
#elif defined(Q_OS_WIN32)
m_VsyncSource = new DxVsyncSource(this);
#else
// Platforms without a VsyncSource will just render frames
// immediately like they used to.
#endif
if (m_VsyncSource != nullptr && !m_VsyncSource->initialize(window, m_DisplayFps)) {
return false;
if (m_VsyncSource != nullptr && !m_VsyncSource->initialize(window, m_DisplayFps)) {
return false;
}
}
else {
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
"Minimal latency tearing mode: target %d Hz with %d FPS stream",
m_DisplayFps, m_MaxVideoFps);
}
return true;