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.
This commit is contained in:
Camden Dixie O'Brien 2025-01-02 16:47:00 +00:00
parent 427cdef867
commit 65a4b08f34
3 changed files with 14 additions and 17 deletions

View File

@ -10,9 +10,6 @@
#include <stdbool.h>
#include <stdlib.h>
#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:

View File

@ -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);

View File

@ -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;