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.
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427cdef867
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@ -10,9 +10,6 @@
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#include <stdbool.h>
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#include <stdlib.h>
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#define FRAMERATE 60
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#define INTERVAL (1000 / FRAMERATE)
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#define VT100_CURSORTOPLEFT "\33[H"
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#define VT100_CLEAR "\33[2J"
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@ -31,18 +28,21 @@ int main(int argc, char *argv[])
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SDL_WINDOWPOS_UNDEFINED, game_conf.win.w, game_conf.win.h, 0);
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assert(NULL != window);
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, 0);
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SDL_Renderer *renderer = SDL_CreateRenderer(
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window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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assert(NULL != renderer);
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SDL_DisplayMode mode;
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assert(SDL_GetWindowDisplayMode(window, &mode) == 0);
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const double interval = 1.0 / mode.refresh_rate;
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void *gamemem = calloc(1, game_conf.memsize);
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game_init(argc, argv, gamemem, renderer);
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SDL_SetRenderDrawColor(renderer, 0xf0, 0x10, 0x10, 0xff);
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SDL_Rect blinker = { .x = 10, .y = 10, .w = 20, .h = 20 };
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const uint64_t perfhz = SDL_GetPerformanceFrequency();
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const uint64_t intervalperf = (INTERVAL * perfhz) / 1000;
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perf_t perf = { .freq = perfhz / 1000000.0 };
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perf_t perf = { .freq = SDL_GetPerformanceFrequency() / 1000000.0 };
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uint64_t frame = 0;
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while (1) {
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perf.start = SDL_GetPerformanceCounter();
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@ -56,7 +56,7 @@ int main(int argc, char *argv[])
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perf.evt = SDL_GetPerformanceCounter();
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// Update game state
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if (game_update(gamemem, INTERVAL) != GAMESTATUS_OK)
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if (game_update(gamemem, interval) != GAMESTATUS_OK)
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goto quit;
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perf.update = SDL_GetPerformanceCounter();
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@ -65,7 +65,6 @@ int main(int argc, char *argv[])
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game_render(gamemem, renderer, SDL_GetTicks64());
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if ((frame & 1) == 0)
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SDL_RenderFillRect(renderer, &blinker);
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SDL_RenderPresent(renderer);
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perf.render = SDL_GetPerformanceCounter();
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// Print performance analysis every 16 frames
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@ -74,7 +73,7 @@ int main(int argc, char *argv[])
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const double update = (perf.update - perf.evt) / perf.freq;
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const double render = (perf.render - perf.update) / perf.freq;
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const double total = (perf.render - perf.start) / perf.freq;
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const double total_pc = (100 * total / (1000 * INTERVAL));
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const double total_pc = 100 * total / (1000000 * interval);
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printf(
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VT100_CLEAR VT100_CURSORTOPLEFT
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"evt\t%10.3f μs\nupdate\t%10.3f μs\nrender\t"
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@ -82,11 +81,9 @@ int main(int argc, char *argv[])
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evt, update, render, total, total_pc);
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}
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// Increment frame counter and wait until next interval
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// Increment frame counter and present frame
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++frame;
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const uint64_t elapsed = SDL_GetPerformanceCounter() - perf.start;
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assert(elapsed < intervalperf);
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SDL_Delay((1000 * (intervalperf - elapsed)) / perfhz);
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SDL_RenderPresent(renderer);
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}
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quit:
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@ -27,7 +27,7 @@ void game_init(int argc, char *argv[], void *mem, SDL_Renderer *renderer);
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void game_teardown(void *mem);
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gamestatus_t game_evthandle(void *mem, const SDL_Event *evt);
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gamestatus_t game_update(void *mem, unsigned dt);
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gamestatus_t game_update(void *mem, double dt);
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void game_render(const void *mem, SDL_Renderer *renderer, long unsigned t);
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@ -576,7 +576,7 @@ gamestatus_t game_evthandle(void *mem, const SDL_Event *evt)
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return GAMESTATUS_OK;
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}
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gamestatus_t game_update(void *mem, unsigned dt)
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gamestatus_t game_update(void *mem, double dt)
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{
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gamestate_t *state = (gamestate_t *)mem;
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@ -590,7 +590,7 @@ gamestatus_t game_update(void *mem, unsigned dt)
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state->p.dir.x /= dmag;
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state->p.dir.y /= dmag;
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state->p.tex = state->pwalk;
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state->p.speed = WALKSPEED / 1000.0;
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state->p.speed = WALKSPEED;
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} else {
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state->p.tex = state->pidle;
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state->p.speed = 0;
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