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https://github.com/RetroDECK/ES-DE.git
synced 2024-11-25 15:45:38 +00:00
(macOS) Removed the Monterey VSync workaround as Apple has patched its OS.
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@ -962,19 +962,6 @@ void GuiMenu::openOtherOptions()
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});
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#endif
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#if defined(__APPLE__)
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// macOS Monterey VSync bug workaround (hack for broken OpenGL drivers).
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auto vsyncWorkaround = std::make_shared<SwitchComponent>(mWindow);
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vsyncWorkaround->setState(Settings::getInstance()->getBool("VSyncWorkaround"));
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s->addWithLabel("MACOS MONTEREY VSYNC BUG WORKAROUND", vsyncWorkaround);
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s->addSaveFunc([vsyncWorkaround, s] {
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if (vsyncWorkaround->getState() != Settings::getInstance()->getBool("VSyncWorkaround")) {
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Settings::getInstance()->setBool("VSyncWorkaround", vsyncWorkaround->getState());
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s->setNeedsSaving();
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}
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});
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#endif
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// Run ES in the background when a game has been launched.
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auto run_in_background = std::make_shared<SwitchComponent>(mWindow);
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run_in_background->setState(Settings::getInstance()->getBool("RunInBackground"));
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@ -228,9 +228,6 @@ void Settings::setDefaults()
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mStringMap["SaveGamelistsMode"] = {"always", "always"};
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#if defined(_WIN64)
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mBoolMap["HideTaskbar"] = {false, false};
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#endif
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#if defined(__APPLE__)
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mBoolMap["VSyncWorkaround"] = {true, true};
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#endif
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mBoolMap["RunInBackground"] = {false, false};
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#if defined(VIDEO_HW_DECODING)
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@ -414,30 +414,7 @@ namespace Renderer
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void swapBuffers()
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{
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#if defined(__APPLE__)
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// This is an ugly hack to work around an OpenGL VSync bug introduced in macOS 12 Monterey.
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// What happens is that the VSync setting in SDL gets effectively ignored so the operating
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// system will try to render as many frames as it can manage which eats all the available
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// resources. If the corresponding setting is enabled via the main menu, a 10 millisecond
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// delay will be introduced if the swap took less than 3 milliseconds to complete. This is
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// very crude and not accurate at all but it will hopefully avoid the worst slowdowns until
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// Apple releases an OS update that properly fixes the problem.
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if (Settings::getInstance()->getBool("VSyncWorkaround")) {
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const auto beforeSwap = std::chrono::system_clock::now();
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SDL_GL_SwapWindow(getSDLWindow());
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const auto afterSwap = std::chrono::system_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(afterSwap - beforeSwap)
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.count() < 3.0)
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SDL_Delay(10);
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}
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else {
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SDL_GL_SwapWindow(getSDLWindow());
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}
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#else
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SDL_GL_SwapWindow(getSDLWindow());
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#endif
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GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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}
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