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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-07-22 21:50:50 +0200
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-08-12 21:45:15 +0200
commitdfb24aff4c683471fec95392a9d3a46687f40f28 (patch)
tree68929dd83fdd5a6835a386b5fc456cb0a93a3e78 /src/openglgraphics.cpp
parenta330879c88a12d82c3b63dba08dcb5df6b46b242 (diff)
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Removed manual calling of glFlush and made glFinish optional
Actually neither glFlush nor glFinish need to be called manually [1]. However, the rendering pipeline is then free to queue up future frames which can cause a lag which is especially noticable with mouse movement. To avoid this lag, we call glFinish after SDL_GL_SwapBuffers. This makes sure processing of the next frame does not start before the current frame is being displayed. [1] http://www.opengl.org/wiki/Common_Mistakes#glFinish_and_glFlush Reviewed-by: Yohann Ferreira Sounded-fine-to: Erik Schilling
Diffstat (limited to 'src/openglgraphics.cpp')
-rw-r--r--src/openglgraphics.cpp23
1 files changed, 20 insertions, 3 deletions
diff --git a/src/openglgraphics.cpp b/src/openglgraphics.cpp
index 50fee075..f30e866d 100644
--- a/src/openglgraphics.cpp
+++ b/src/openglgraphics.cpp
@@ -44,7 +44,8 @@ GLuint OpenGLGraphics::mLastImage = 0;
OpenGLGraphics::OpenGLGraphics():
mAlpha(false), mTexture(false), mColorAlpha(false),
- mSync(false)
+ mSync(false),
+ mReduceInputLag(true)
{
mFloatTexArray = new GLfloat[vertexBufSize * 4];
mIntTexArray = new GLint[vertexBufSize * 4];
@@ -63,6 +64,11 @@ void OpenGLGraphics::setSync(bool sync)
mSync = sync;
}
+void OpenGLGraphics::setReduceInputLag(bool reduceInputLag)
+{
+ mReduceInputLag = reduceInputLag;
+}
+
bool OpenGLGraphics::setVideoMode(int w, int h, int bpp, bool fs, bool hwaccel)
{
logger->log("Setting video mode %dx%d %s",
@@ -604,9 +610,20 @@ void OpenGLGraphics::drawRescaledImagePattern(Image *image,
void OpenGLGraphics::updateScreen()
{
- glFlush();
- glFinish();
SDL_GL_SwapBuffers();
+
+ /*
+ * glFinish flushes all OpenGL commands and makes sure they have been
+ * executed before continuing. If we do not do this we allow the next
+ * frame to be prepared while the current one isn't even displaying yet,
+ * which can cause input lag that is especially noticable at mouse
+ * movement.
+ *
+ * The setting is optional since calling glFinish can reduce performance
+ * and increase CPU usage.
+ */
+ if (mReduceInputLag)
+ glFinish();
}
void OpenGLGraphics::_beginDraw()