mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 12:05:11 +00:00
Revert "(hopefully) fix the timing crap; add vsync option"
This reverts commit 2bd840a299
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This commit is contained in:
parent
4f783c6822
commit
c6961b8606
5 changed files with 46 additions and 43 deletions
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@ -27,8 +27,6 @@
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#define TEXT_OPT_NEAREST _("Nearest")
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#define TEXT_OPT_LINEAR _("Linear")
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#define TEXT_OPT_MVOLUME _("Master Volume")
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#define TEXT_OPT_VSYNC _("Vertical Sync")
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#define TEXT_OPT_DOUBLE _("Double")
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#define TEXT_RESET_WINDOW _("Reset Window")
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#define TEXT_OPT_UNBOUND _("NONE")
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@ -72,9 +72,7 @@ static const u8 optsVideoStr[][32] = {
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{ TEXT_OPT_TEXFILTER },
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{ TEXT_OPT_NEAREST },
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{ TEXT_OPT_LINEAR },
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{ TEXT_RESET_WINDOW },
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{ TEXT_OPT_VSYNC },
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{ TEXT_OPT_DOUBLE },
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{ TEXT_RESET_WINDOW }
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};
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static const u8 optsAudioStr[][32] = {
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@ -114,12 +112,6 @@ static const u8 *filterChoices[] = {
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optsVideoStr[3],
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};
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static const u8 *vsyncChoices[] = {
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toggleStr[0],
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toggleStr[1],
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optsVideoStr[6],
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};
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enum OptType {
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OPT_INVALID = 0,
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OPT_TOGGLE,
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@ -186,12 +178,8 @@ static void optmenu_act_exit(UNUSED struct Option *self, s32 arg) {
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if (!arg) game_exit(); // only exit on A press and not directions
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}
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static void optvideo_reset_window(UNUSED struct Option *self, s32 arg) {
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if (!arg) {
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// Restrict reset to A press and not directions
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configWindow.reset = true;
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configWindow.settings_changed = true;
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}
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static void optvide_reset_window(UNUSED struct Option *self, s32 arg) {
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if (!arg) configWindow.reset = true;; // Restrict reset to A press and not directions
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}
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/* submenu option lists */
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@ -229,9 +217,8 @@ static struct Option optsControls[] = {
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static struct Option optsVideo[] = {
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DEF_OPT_TOGGLE( optsVideoStr[0], &configWindow.fullscreen ),
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DEF_OPT_CHOICE( optsVideoStr[5], &configWindow.vsync, vsyncChoices ),
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DEF_OPT_CHOICE( optsVideoStr[1], &configFiltering, filterChoices ),
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DEF_OPT_BUTTON( optsVideoStr[4], optvideo_reset_window ),
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DEF_OPT_BUTTON( optsVideoStr[4], optvide_reset_window ),
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};
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static struct Option optsAudio[] = {
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@ -40,11 +40,10 @@ ConfigWindow configWindow = {
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.y = SDL_WINDOWPOS_CENTERED,
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.w = DESIRED_SCREEN_WIDTH,
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.h = DESIRED_SCREEN_HEIGHT,
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.vsync = 1,
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.reset = false,
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.vsync = false,
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.fullscreen = false,
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.exiting_fullscreen = false,
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.settings_changed = false,
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};
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unsigned int configFiltering = 1; // 0=force nearest, 1=linear, (TODO) 2=three-point
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unsigned int configMasterVolume = MAX_VOLUME; // 0 - MAX_VOLUME
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@ -85,7 +84,6 @@ static const struct ConfigOption options[] = {
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{.name = "window_y", .type = CONFIG_TYPE_UINT, .uintValue = &configWindow.y},
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{.name = "window_w", .type = CONFIG_TYPE_UINT, .uintValue = &configWindow.w},
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{.name = "window_h", .type = CONFIG_TYPE_UINT, .uintValue = &configWindow.h},
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{.name = "vsync", .type = CONFIG_TYPE_UINT, .uintValue = &configWindow.vsync},
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{.name = "texture_filtering", .type = CONFIG_TYPE_UINT, .uintValue = &configFiltering},
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{.name = "master_volume", .type = CONFIG_TYPE_UINT, .uintValue = &configMasterVolume},
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{.name = "key_a", .type = CONFIG_TYPE_BIND, .uintValue = configKeyA},
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@ -11,11 +11,10 @@
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typedef struct {
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unsigned int x, y, w, h;
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unsigned int vsync;
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bool reset;
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bool vsync;
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bool fullscreen;
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bool exiting_fullscreen;
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bool settings_changed;
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} ConfigWindow;
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extern ConfigWindow configWindow;
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@ -39,12 +39,9 @@
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# define FRAMERATE 30
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#endif
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static const Uint32 FRAME_TIME = 1000 / FRAMERATE;
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static SDL_Window *wnd;
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static SDL_GLContext ctx = NULL;
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static int inverted_scancode_table[512];
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static Uint32 frame_start = 0;
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const SDL_Scancode windows_scancode_table[] =
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{
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@ -113,9 +110,9 @@ static void gfx_sdl_set_fullscreen() {
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}
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static void gfx_sdl_reset_dimension_and_pos() {
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if (configWindow.exiting_fullscreen) {
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if (configWindow.exiting_fullscreen)
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configWindow.exiting_fullscreen = false;
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} else if (configWindow.reset) {
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else if (configWindow.reset) {
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configWindow.x = SDL_WINDOWPOS_CENTERED;
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configWindow.y = SDL_WINDOWPOS_CENTERED;
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configWindow.w = DESIRED_SCREEN_WIDTH;
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@ -126,14 +123,29 @@ static void gfx_sdl_reset_dimension_and_pos() {
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configWindow.fullscreen = false;
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return;
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}
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} else if (!configWindow.settings_changed) {
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} else
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return;
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}
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configWindow.settings_changed = false;
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SDL_SetWindowSize(wnd, configWindow.w, configWindow.h);
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SDL_SetWindowPosition(wnd, configWindow.x, configWindow.y);
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SDL_GL_SetSwapInterval(configWindow.vsync); // in case vsync changed
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}
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static bool test_vsync(void) {
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// Even if SDL_GL_SetSwapInterval succeeds, it doesn't mean that VSync actually works.
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// A 60 Hz monitor should have a swap interval of 16.67 milliseconds.
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// If it takes less than 12 milliseconds, assume that VSync is not working.
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// SDL_GetTicks() probably does not offer enough precision for this kind of shit.
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Uint32 start, end;
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// do an extra swap, sometimes the first one takes longer (maybe creates buffers?)
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SDL_GL_SwapWindow(wnd);
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SDL_GL_SwapWindow(wnd);
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start = SDL_GetTicks();
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SDL_GL_SwapWindow(wnd);
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end = SDL_GetTicks();
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return (end - start >= 12);
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}
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static void gfx_sdl_init(void) {
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@ -153,9 +165,11 @@ static void gfx_sdl_init(void) {
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if (gCLIOpts.FullScreen == 1)
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configWindow.fullscreen = true;
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else if (gCLIOpts.FullScreen == 2)
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if (gCLIOpts.FullScreen == 2)
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configWindow.fullscreen = false;
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const char* window_title =
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#ifndef USE_GLES
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"Super Mario 64 PC port (OpenGL)";
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@ -169,11 +183,14 @@ static void gfx_sdl_init(void) {
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SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE
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);
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ctx = SDL_GL_CreateContext(wnd);
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SDL_GL_SetSwapInterval(configWindow.vsync);
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SDL_GL_SetSwapInterval(2);
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gfx_sdl_set_fullscreen();
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configWindow.vsync = test_vsync();
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if (!configWindow.vsync)
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printf("Warning: VSync is not enabled or not working. Falling back to timer for synchronization\n");
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for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
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inverted_scancode_table[windows_scancode_table[i]] = i;
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}
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@ -258,19 +275,23 @@ static void gfx_sdl_handle_events(void) {
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}
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static bool gfx_sdl_start_frame(void) {
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frame_start = SDL_GetTicks();
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return true;
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}
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static void sync_framerate_with_timer(void) {
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Uint32 elapsed = SDL_GetTicks() - frame_start;
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// Number of milliseconds a frame should take (30 fps)
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const Uint32 FRAME_TIME = 1000 / FRAMERATE;
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static Uint32 last_time;
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Uint32 elapsed = SDL_GetTicks() - last_time;
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if (elapsed < FRAME_TIME)
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SDL_Delay(FRAME_TIME - elapsed);
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last_time = SDL_GetTicks();
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}
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static void gfx_sdl_swap_buffers_begin(void) {
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// if vsync is set to 2, depend only on SwapInterval to sync
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if (configWindow.vsync <= 1)
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if (!configWindow.vsync)
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sync_framerate_with_timer();
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SDL_GL_SwapWindow(wnd);
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}
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