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Add Swappy & Pre-Transformed Swapchain

- Adds Swappy for Android for stable frame pacing
- Implements pre-transformed Swapchain so that Godot's compositor is in
charge of rotating the screen instead of Android's compositor
(performance optimization for phones that don't have HW rotator)

============================

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.

Changes from original PR:

- Removed "display/window/frame_pacing/android/target_frame_rate" option
to use Engine::get_max_fps instead.
- Target framerate can be changed at runtime using Engine::set_max_fps.
- Swappy is enabled by default.
- Added documentation.
- enable_auto_swap setting is replaced with swappy_mode.
This commit is contained in:
Matias N. Goldberg
2024-05-05 19:15:56 -03:00
parent 92e51fca72
commit aaa0e2fddf
23 changed files with 1064 additions and 14 deletions

View File

@@ -36,6 +36,7 @@
#include "core/license.gen.h"
#include "core/variant/typed_array.h"
#include "core/version.h"
#include "servers/rendering/rendering_device.h"
void Engine::set_physics_ticks_per_second(int p_ips) {
ERR_FAIL_COND_MSG(p_ips <= 0, "Engine iterations per second must be greater than 0.");
@@ -68,6 +69,11 @@ double Engine::get_physics_jitter_fix() const {
void Engine::set_max_fps(int p_fps) {
_max_fps = p_fps > 0 ? p_fps : 0;
RenderingDevice *rd = RenderingDevice::get_singleton();
if (rd) {
rd->_set_max_fps(_max_fps);
}
}
int Engine::get_max_fps() const {