From 65a4b08f34547935ed29fa8e553f6309cc1ee2f2 Mon Sep 17 00:00:00 2001 From: Camden Dixie O'Brien Date: Thu, 2 Jan 2025 16:47:00 +0000 Subject: [PATCH] Use vsync instead of delay-based synchronization Also changed the game_update() interface to take dt in seconds as a double (rather than milliseconds as an unsigned integer) as we're now computing the refresh interval as a double anyway (by querying the display mode). To my eye (and on my machine), all chunkiness is now gone; the game feels very smooth. --- engine/engine.c | 25 +++++++++++-------------- engine/include/engine_hooks.h | 2 +- game/main.c | 4 ++-- 3 files changed, 14 insertions(+), 17 deletions(-) diff --git a/engine/engine.c b/engine/engine.c index edce1a8..8922eec 100644 --- a/engine/engine.c +++ b/engine/engine.c @@ -10,9 +10,6 @@ #include #include -#define FRAMERATE 60 -#define INTERVAL (1000 / FRAMERATE) - #define VT100_CURSORTOPLEFT "\33[H" #define VT100_CLEAR "\33[2J" @@ -31,18 +28,21 @@ int main(int argc, char *argv[]) SDL_WINDOWPOS_UNDEFINED, game_conf.win.w, game_conf.win.h, 0); assert(NULL != window); - SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, 0); + SDL_Renderer *renderer = SDL_CreateRenderer( + window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); assert(NULL != renderer); + SDL_DisplayMode mode; + assert(SDL_GetWindowDisplayMode(window, &mode) == 0); + const double interval = 1.0 / mode.refresh_rate; + void *gamemem = calloc(1, game_conf.memsize); game_init(argc, argv, gamemem, renderer); SDL_SetRenderDrawColor(renderer, 0xf0, 0x10, 0x10, 0xff); SDL_Rect blinker = { .x = 10, .y = 10, .w = 20, .h = 20 }; - const uint64_t perfhz = SDL_GetPerformanceFrequency(); - const uint64_t intervalperf = (INTERVAL * perfhz) / 1000; - perf_t perf = { .freq = perfhz / 1000000.0 }; + perf_t perf = { .freq = SDL_GetPerformanceFrequency() / 1000000.0 }; uint64_t frame = 0; while (1) { perf.start = SDL_GetPerformanceCounter(); @@ -56,7 +56,7 @@ int main(int argc, char *argv[]) perf.evt = SDL_GetPerformanceCounter(); // Update game state - if (game_update(gamemem, INTERVAL) != GAMESTATUS_OK) + if (game_update(gamemem, interval) != GAMESTATUS_OK) goto quit; perf.update = SDL_GetPerformanceCounter(); @@ -65,7 +65,6 @@ int main(int argc, char *argv[]) game_render(gamemem, renderer, SDL_GetTicks64()); if ((frame & 1) == 0) SDL_RenderFillRect(renderer, &blinker); - SDL_RenderPresent(renderer); perf.render = SDL_GetPerformanceCounter(); // Print performance analysis every 16 frames @@ -74,7 +73,7 @@ int main(int argc, char *argv[]) const double update = (perf.update - perf.evt) / perf.freq; const double render = (perf.render - perf.update) / perf.freq; const double total = (perf.render - perf.start) / perf.freq; - const double total_pc = (100 * total / (1000 * INTERVAL)); + const double total_pc = 100 * total / (1000000 * interval); printf( VT100_CLEAR VT100_CURSORTOPLEFT "evt\t%10.3f μs\nupdate\t%10.3f μs\nrender\t" @@ -82,11 +81,9 @@ int main(int argc, char *argv[]) evt, update, render, total, total_pc); } - // Increment frame counter and wait until next interval + // Increment frame counter and present frame ++frame; - const uint64_t elapsed = SDL_GetPerformanceCounter() - perf.start; - assert(elapsed < intervalperf); - SDL_Delay((1000 * (intervalperf - elapsed)) / perfhz); + SDL_RenderPresent(renderer); } quit: diff --git a/engine/include/engine_hooks.h b/engine/include/engine_hooks.h index 3442809..1ef3796 100644 --- a/engine/include/engine_hooks.h +++ b/engine/include/engine_hooks.h @@ -27,7 +27,7 @@ void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer); void game_teardown(void *mem); gamestatus_t game_evthandle(void *mem, const SDL_Event *evt); -gamestatus_t game_update(void *mem, unsigned dt); +gamestatus_t game_update(void *mem, double dt); void game_render(const void *mem, SDL_Renderer *renderer, long unsigned t); diff --git a/game/main.c b/game/main.c index 75714a3..c94c25e 100644 --- a/game/main.c +++ b/game/main.c @@ -576,7 +576,7 @@ gamestatus_t game_evthandle(void *mem, const SDL_Event *evt) return GAMESTATUS_OK; } -gamestatus_t game_update(void *mem, unsigned dt) +gamestatus_t game_update(void *mem, double dt) { gamestate_t *state = (gamestate_t *)mem; @@ -590,7 +590,7 @@ gamestatus_t game_update(void *mem, unsigned dt) state->p.dir.x /= dmag; state->p.dir.y /= dmag; state->p.tex = state->pwalk; - state->p.speed = WALKSPEED / 1000.0; + state->p.speed = WALKSPEED; } else { state->p.tex = state->pidle; state->p.speed = 0;