(macOS) Removed the Monterey VSync workaround as Apple has patched its OS.

This commit is contained in:
Leon Styhre 2021-12-14 17:15:04 +01:00
parent ab92a4135a
commit 08bba3cbaf
3 changed files with 0 additions and 39 deletions

View file

@ -962,19 +962,6 @@ void GuiMenu::openOtherOptions()
}); });
#endif #endif
#if defined(__APPLE__)
// macOS Monterey VSync bug workaround (hack for broken OpenGL drivers).
auto vsyncWorkaround = std::make_shared<SwitchComponent>(mWindow);
vsyncWorkaround->setState(Settings::getInstance()->getBool("VSyncWorkaround"));
s->addWithLabel("MACOS MONTEREY VSYNC BUG WORKAROUND", vsyncWorkaround);
s->addSaveFunc([vsyncWorkaround, s] {
if (vsyncWorkaround->getState() != Settings::getInstance()->getBool("VSyncWorkaround")) {
Settings::getInstance()->setBool("VSyncWorkaround", vsyncWorkaround->getState());
s->setNeedsSaving();
}
});
#endif
// Run ES in the background when a game has been launched. // Run ES in the background when a game has been launched.
auto run_in_background = std::make_shared<SwitchComponent>(mWindow); auto run_in_background = std::make_shared<SwitchComponent>(mWindow);
run_in_background->setState(Settings::getInstance()->getBool("RunInBackground")); run_in_background->setState(Settings::getInstance()->getBool("RunInBackground"));

View file

@ -228,9 +228,6 @@ void Settings::setDefaults()
mStringMap["SaveGamelistsMode"] = {"always", "always"}; mStringMap["SaveGamelistsMode"] = {"always", "always"};
#if defined(_WIN64) #if defined(_WIN64)
mBoolMap["HideTaskbar"] = {false, false}; mBoolMap["HideTaskbar"] = {false, false};
#endif
#if defined(__APPLE__)
mBoolMap["VSyncWorkaround"] = {true, true};
#endif #endif
mBoolMap["RunInBackground"] = {false, false}; mBoolMap["RunInBackground"] = {false, false};
#if defined(VIDEO_HW_DECODING) #if defined(VIDEO_HW_DECODING)

View file

@ -414,30 +414,7 @@ namespace Renderer
void swapBuffers() void swapBuffers()
{ {
#if defined(__APPLE__)
// This is an ugly hack to work around an OpenGL VSync bug introduced in macOS 12 Monterey.
// What happens is that the VSync setting in SDL gets effectively ignored so the operating
// system will try to render as many frames as it can manage which eats all the available
// resources. If the corresponding setting is enabled via the main menu, a 10 millisecond
// delay will be introduced if the swap took less than 3 milliseconds to complete. This is
// very crude and not accurate at all but it will hopefully avoid the worst slowdowns until
// Apple releases an OS update that properly fixes the problem.
if (Settings::getInstance()->getBool("VSyncWorkaround")) {
const auto beforeSwap = std::chrono::system_clock::now();
SDL_GL_SwapWindow(getSDLWindow()); SDL_GL_SwapWindow(getSDLWindow());
const auto afterSwap = std::chrono::system_clock::now();
if (std::chrono::duration_cast<std::chrono::milliseconds>(afterSwap - beforeSwap)
.count() < 3.0)
SDL_Delay(10);
}
else {
SDL_GL_SwapWindow(getSDLWindow());
}
#else
SDL_GL_SwapWindow(getSDLWindow());
#endif
GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)); GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
} }