GPU: Further improve vsync handling
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@ -801,7 +801,7 @@ u32 D3D12Device::GetSwapChainBufferCount() const
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{
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// With vsync off, we only need two buffers. Same for blocking vsync.
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// With triple buffering, we need three.
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return (m_vsync_enabled && m_vsync_prefer_triple_buffer) ? 3 : 2;
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return (m_vsync_mode == GPUVSyncMode::TripleBuffered) ? 3 : 2;
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}
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bool D3D12Device::CreateSwapChain()
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@ -942,10 +942,6 @@ bool D3D12Device::CreateSwapChainRTV()
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m_window_info.surface_refresh_rate = static_cast<float>(desc.BufferDesc.RefreshRate.Numerator) /
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static_cast<float>(desc.BufferDesc.RefreshRate.Denominator);
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}
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else
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{
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m_window_info.surface_refresh_rate = 0.0f;
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}
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}
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m_current_swap_chain_buffer = 0;
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@ -1088,31 +1084,13 @@ std::string D3D12Device::GetDriverInfo() const
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return ret;
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}
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std::optional<float> D3D12Device::GetHostRefreshRate()
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void D3D12Device::SetVSyncMode(GPUVSyncMode mode)
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{
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if (m_swap_chain && m_is_exclusive_fullscreen)
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{
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DXGI_SWAP_CHAIN_DESC desc;
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if (SUCCEEDED(m_swap_chain->GetDesc(&desc)) && desc.BufferDesc.RefreshRate.Numerator > 0 &&
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desc.BufferDesc.RefreshRate.Denominator > 0)
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{
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DEV_LOG("using fs rr: {} {}", desc.BufferDesc.RefreshRate.Numerator, desc.BufferDesc.RefreshRate.Denominator);
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return static_cast<float>(desc.BufferDesc.RefreshRate.Numerator) /
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static_cast<float>(desc.BufferDesc.RefreshRate.Denominator);
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}
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}
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return GPUDevice::GetHostRefreshRate();
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}
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void D3D12Device::SetVSyncEnabled(bool enabled, bool prefer_triple_buffer)
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{
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if (m_vsync_enabled == enabled && m_vsync_prefer_triple_buffer == prefer_triple_buffer)
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if (m_vsync_mode == mode)
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return;
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const u32 old_buffer_count = GetSwapChainBufferCount();
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m_vsync_enabled = enabled;
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m_vsync_prefer_triple_buffer = prefer_triple_buffer;
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m_vsync_mode = mode;
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if (!m_swap_chain)
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return;
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@ -1181,8 +1159,8 @@ void D3D12Device::SubmitPresent()
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DebugAssert(m_swap_chain);
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// DirectX has no concept of tear-or-sync. I guess if we measured times ourselves, we could implement it.
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if (m_vsync_enabled)
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m_swap_chain->Present(BoolToUInt32(1), 0);
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if (IsVSyncModeBlocking())
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m_swap_chain->Present(1, 0);
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else if (m_using_allow_tearing) // Disabled or VRR, VRR requires the allow tearing flag :/
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m_swap_chain->Present(0, DXGI_PRESENT_ALLOW_TEARING);
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else
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