fix: vsync off no anava en Wayland
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@@ -297,11 +297,24 @@ void Screen::adjustWindowSize() {
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int old_x, old_y;
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SDL_GetWindowPosition(window_, &old_x, &old_y);
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const int NEW_X = old_x + ((old_w - (window_width_ * Options::window.zoom)) / 2);
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const int NEW_Y = old_y + ((old_h - (window_height_ * Options::window.zoom)) / 2);
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const int new_w = window_width_ * Options::window.zoom;
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const int new_h = window_height_ * Options::window.zoom;
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const int NEW_X = old_x + ((old_w - new_w) / 2);
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const int NEW_Y = old_y + ((old_h - new_h) / 2);
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SDL_SetWindowSize(window_, window_width_ * Options::window.zoom, window_height_ * Options::window.zoom);
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SDL_SetWindowPosition(window_, std::max(NEW_X, WINDOWS_DECORATIONS), std::max(NEW_Y, 0));
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SDL_SetWindowSize(window_, new_w, new_h);
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// En Wayland, SDL_SetWindowPosition es ignorado por el compositor (limitación de
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// protocolo: el compositor controla la posición de ventanas toplevel). Solo se
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// aplica en X11/Windows/macOS donde el posicionado funciona correctamente.
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// SDL_SyncWindow garantiza que el resize esté completado antes de reposicionar
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// (evita el race condition en X11).
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SDL_SyncWindow(window_);
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const char* driver = SDL_GetCurrentVideoDriver();
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const bool is_wayland = (driver != nullptr && SDL_strcmp(driver, "wayland") == 0);
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if (!is_wayland) {
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SDL_SetWindowPosition(window_, std::max(NEW_X, WINDOWS_DECORATIONS), std::max(NEW_Y, 0));
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}
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}
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}
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@@ -433,7 +433,7 @@ namespace Rendering {
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device_ = nullptr;
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return false;
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}
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SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, vsync_ ? SDL_GPU_PRESENTMODE_VSYNC : SDL_GPU_PRESENTMODE_IMMEDIATE);
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SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode(vsync_));
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}
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// ----------------------------------------------------------------
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@@ -1144,10 +1144,27 @@ namespace Rendering {
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active_shader_ = type;
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}
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auto SDL3GPUShader::bestPresentMode(bool vsync) const -> SDL_GPUPresentMode {
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if (vsync) {
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return SDL_GPU_PRESENTMODE_VSYNC;
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}
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// IMMEDIATE: sin sincronización — el driver puede no soportarlo en Wayland/compositing
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if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_IMMEDIATE)) {
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return SDL_GPU_PRESENTMODE_IMMEDIATE;
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}
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// MAILBOX: presenta en el siguiente VBlank pero sin bloquear el hilo (triple buffer)
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if (SDL_WindowSupportsGPUPresentMode(device_, window_, SDL_GPU_PRESENTMODE_MAILBOX)) {
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SDL_Log("SDL3GPUShader: IMMEDIATE no soportado, usando MAILBOX para VSync desactivado");
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return SDL_GPU_PRESENTMODE_MAILBOX;
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}
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SDL_Log("SDL3GPUShader: IMMEDIATE y MAILBOX no soportados, forzando VSYNC");
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return SDL_GPU_PRESENTMODE_VSYNC;
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}
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void SDL3GPUShader::setVSync(bool vsync) {
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vsync_ = vsync;
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if (device_ != nullptr && window_ != nullptr) {
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SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, vsync_ ? SDL_GPU_PRESENTMODE_VSYNC : SDL_GPU_PRESENTMODE_IMMEDIATE);
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SDL_SetGPUSwapchainParameters(device_, window_, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, bestPresentMode(vsync_));
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}
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}
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@@ -141,6 +141,8 @@ namespace Rendering {
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auto reinitTexturesAndBuffer() -> bool; // Recrea scene_texture_ y upload_buffer_
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auto recreateScaledTexture(int factor) -> bool; // Recrea scaled_texture_ para factor dado
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static auto calcSsFactor(float zoom) -> int; // Primer múltiplo de 3 >= zoom (mín 3)
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// Devuelve el mejor present mode disponible: IMMEDIATE > MAILBOX > VSYNC
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[[nodiscard]] auto bestPresentMode(bool vsync) const -> SDL_GPUPresentMode;
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SDL_Window* window_ = nullptr;
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SDL_GPUDevice* device_ = nullptr;
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