Show info if your game has problems with sync #497
refresh rate is 59 on UWP for some reason
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@ -24,7 +24,7 @@
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<DebuggerMachineName>XboxOne</DebuggerMachineName>
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<DebuggerMachineName>XboxOne</DebuggerMachineName>
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<DebuggerFlavor>UWPRemoteDebugger</DebuggerFlavor>
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<DebuggerFlavor>AppHostLocalDebugger</DebuggerFlavor>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<DebuggerMachineName>XboxOne</DebuggerMachineName>
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<DebuggerMachineName>XboxOne</DebuggerMachineName>
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@ -2792,7 +2792,7 @@ s32 main(s32 argc, char **argv)
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SDL_GetRendererInfo(studio.renderer, &info);
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SDL_GetRendererInfo(studio.renderer, &info);
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SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(studio.window), &mode);
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SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(studio.window), &mode);
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useDelay = !(info.flags & SDL_RENDERER_PRESENTVSYNC) || mode.refresh_rate != TIC_FRAMERATE;
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useDelay = !(info.flags & SDL_RENDERER_PRESENTVSYNC) || mode.refresh_rate > TIC_FRAMERATE;
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}
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}
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u64 nextTick = SDL_GetPerformanceCounter();
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u64 nextTick = SDL_GetPerformanceCounter();
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