renderer: add window-vsync option (defaults to false)

This commit is contained in:
Mitchell Hashimoto
2024-05-05 10:06:21 -07:00
parent fe070f10cd
commit 8fdf6b4b64
4 changed files with 49 additions and 16 deletions

View File

@@ -270,7 +270,7 @@ fn drainMailbox(self: *Thread) !void {
// If we became visible then we immediately trigger a draw.
// We don't need to update frame data because that should
// still be happening.
if (v) self.drawFrame();
if (v) self.drawFrame(false);
// Notify the renderer so it can update any state.
self.renderer.setVisible(v);
@@ -391,10 +391,14 @@ fn changeConfig(self: *Thread, config: *const DerivedConfig) !void {
/// Trigger a draw. This will not update frame data or anything, it will
/// just trigger a draw/paint.
fn drawFrame(self: *Thread) void {
fn drawFrame(self: *Thread, now: bool) void {
// If we're invisible, we do not draw.
if (!self.flags.visible) return;
// If the renderer is managing a vsync on its own, we only draw
// when we're forced to via now.
if (!now and self.renderer.hasVsync()) return;
// If we're doing single-threaded GPU calls then we just wake up the
// app thread to redraw at this point.
if (renderer.Renderer == renderer.OpenGL and
@@ -464,7 +468,7 @@ fn drawNowCallback(
// Draw immediately
const t = self_.?;
t.drawFrame();
t.drawFrame(true);
return .rearm;
}
@@ -483,7 +487,7 @@ fn drawCallback(
};
// Draw
t.drawFrame();
t.drawFrame(false);
// Only continue if we're still active
if (t.draw_active) {
@@ -518,9 +522,7 @@ fn renderCallback(
t.flags.cursor_blink_visible,
) catch |err|
log.warn("error rendering err={}", .{err});
// Draw immediately
t.drawFrame();
t.drawFrame(false);
return .disarm;
}