steamcompmgr: Make GAMESCOPE_DYNAMIC_REFRESH control the refresh rate directly
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1 changed files with 4 additions and 4 deletions
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@ -228,7 +228,7 @@ uint64_t g_SteamCompMgrVBlankTime = 0;
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static int g_nSteamCompMgrTargetFPS = 0;
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static uint64_t g_uDynamicRefreshEqualityTime = 0;
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static bool g_bDynamicRefreshEnabled = false;
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static int g_nDynamicRefreshRate = 0;
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// Delay to stop modes flickering back and forth.
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static const uint64_t g_uDynamicRefreshDelay = 600'000'000; // 600ms
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@ -1728,8 +1728,8 @@ paint_all()
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const bool bOverrideCompositeHack = false;
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#endif
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int nTargetRefresh = g_nSteamCompMgrTargetFPS && g_bDynamicRefreshEnabled && steamcompmgr_window_should_limit_fps( global_focus.focusWindow ) && !global_focus.overlayWindow
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? g_nSteamCompMgrTargetFPS
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int nTargetRefresh = g_nSteamCompMgrTargetFPS && g_nDynamicRefreshRate && steamcompmgr_window_should_limit_fps( global_focus.focusWindow ) && !global_focus.overlayWindow
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? g_nDynamicRefreshRate
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: drm_get_default_refresh( &g_DRM );
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uint64_t now = get_time_in_nanos();
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@ -3816,7 +3816,7 @@ handle_property_notify(xwayland_ctx_t *ctx, XPropertyEvent *ev)
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}
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if ( ev->atom == ctx->atoms.gamescopeDynamicRefresh )
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{
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g_bDynamicRefreshEnabled = !!get_prop( ctx, ctx->root, ctx->atoms.gamescopeDynamicRefresh, 0 );
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g_nDynamicRefreshRate = get_prop( ctx, ctx->root, ctx->atoms.gamescopeDynamicRefresh, 0 );
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}
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if ( ev->atom == ctx->atoms.gamescopeLowLatency )
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{
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