[macOS] Remove CVDisplayLink v-sync hack.

This commit is contained in:
bruvzg 2019-11-21 11:01:47 +02:00
parent 083d088de3
commit e423e1c663
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GPG key ID: 89DD917D9CE4218D
2 changed files with 2 additions and 55 deletions

View file

@ -113,9 +113,6 @@ public:
NSOpenGLContext *context;
bool layered_window;
bool waiting_for_vsync;
NSCondition *vsync_condition;
CVDisplayLinkRef displayLink;
CursorShape cursor_shape;
NSCursor *cursors[CURSOR_MAX];

View file

@ -115,21 +115,6 @@ static Vector2 get_mouse_pos(NSPoint locationInWindow, CGFloat backingScaleFacto
return Vector2(mouse_x, mouse_y);
}
// DisplayLinkCallback is called from our DisplayLink OS thread informing us right before
// a screen update is required. We can use it to work around the broken vsync.
static CVReturn DisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp *now, const CVTimeStamp *outputTime, CVOptionFlags flagsIn, CVOptionFlags *flagsOut, void *displayLinkContext) {
OS_OSX *os = (OS_OSX *)displayLinkContext;
// Set flag so we know we can output our next frame and signal our conditional lock
// if we're not doing vsync this will be ignored
[os->vsync_condition lock];
os->waiting_for_vsync = false;
[os->vsync_condition signal];
[os->vsync_condition unlock];
return kCVReturnSuccess;
}
@interface GodotApplication : NSApplication
@end
@ -1581,15 +1566,6 @@ Error OS_OSX::initialize(const VideoMode &p_desired, int p_video_driver, int p_a
[context makeCurrentContext];
// setup our display link, this will inform us when a refresh is needed
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink);
CVDisplayLinkSetOutputCallback(displayLink, &DisplayLinkCallback, this);
CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, context.CGLContextObj, pixelFormat.CGLPixelFormatObj);
CVDisplayLinkStart(displayLink);
// initialise a conditional lock object
vsync_condition = [[NSCondition alloc] init];
set_use_vsync(p_desired.use_vsync);
[NSApp activateIgnoringOtherApps:YES];
@ -1682,11 +1658,6 @@ void OS_OSX::finalize() {
midi_driver.close();
#endif
if (displayLink) {
CVDisplayLinkRelease(displayLink);
}
[vsync_condition release];
CFNotificationCenterRemoveObserver(CFNotificationCenterGetDistributedCenter(), NULL, kTISNotifySelectedKeyboardInputSourceChanged, NULL);
CGDisplayRemoveReconfigurationCallback(displays_arrangement_changed, NULL);
@ -2258,18 +2229,6 @@ String OS_OSX::get_locale() const {
}
void OS_OSX::swap_buffers() {
if (is_vsync_enabled()) {
// Wait until our DisplayLink callback unsets our flag...
[vsync_condition lock];
while (waiting_for_vsync)
[vsync_condition wait];
// Make sure we wait again next frame around
waiting_for_vsync = true;
[vsync_condition unlock];
}
[context flushBuffer];
}
@ -3009,20 +2968,11 @@ Error OS_OSX::move_to_trash(const String &p_path) {
}
void OS_OSX::_set_use_vsync(bool p_enable) {
// CGLCPSwapInterval broke in OSX 10.14 and it seems Apple is not interested in fixing
// it as OpenGL is now deprecated and Metal solves this differently.
// Following SDLs example we're working around this using DisplayLink
// When vsync is enabled we set a flag "waiting_for_vsync" to true.
// This flag is set to false when DisplayLink informs us our display is about to refresh.
/* CGLContextObj ctx = CGLGetCurrentContext();
CGLContextObj ctx = CGLGetCurrentContext();
if (ctx) {
GLint swapInterval = p_enable ? 1 : 0;
CGLSetParameter(ctx, kCGLCPSwapInterval, &swapInterval);
}*/
///TODO Maybe pause/unpause display link?
waiting_for_vsync = p_enable;
}
}
OS_OSX *OS_OSX::singleton = NULL;