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internal/graphicsdriver/directx: use DXGI_PRESENT_TEST when the screen is invisible
This change also reduces FPS to about 10 when the screen is invisible in order to save CPU power. Closes #2181
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@ -608,6 +608,7 @@ type _DXGI_MODE_SCALING int32
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type _DXGI_PRESENT uint32
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const (
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_DXGI_PRESENT_TEST _DXGI_PRESENT = 0x00000001
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_DXGI_PRESENT_ALLOW_TEARING _DXGI_PRESENT = 0x00000200
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)
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@ -2684,16 +2685,16 @@ func (i *_IDXGISwapChain4) GetCurrentBackBufferIndex() uint32 {
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return uint32(r)
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}
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func (i *_IDXGISwapChain4) Present(syncInterval uint32, flags uint32) error {
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func (i *_IDXGISwapChain4) Present(syncInterval uint32, flags uint32) (occluded bool, err error) {
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r, _, _ := syscall.Syscall(i.vtbl.Present, 3, uintptr(unsafe.Pointer(i)), uintptr(syncInterval), uintptr(flags))
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if uint32(r) != uint32(windows.S_OK) {
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// During a screen lock, Present fails (#2179).
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if uint32(r) == uint32(windows.DXGI_STATUS_OCCLUDED) {
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return nil
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return true, nil
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}
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return fmt.Errorf("directx: IDXGISwapChain4::Present failed: HRESULT(%d)", uint32(r))
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return false, fmt.Errorf("directx: IDXGISwapChain4::Present failed: HRESULT(%d)", uint32(r))
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}
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return nil
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return false, nil
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}
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func (i *_IDXGISwapChain4) ResizeBuffers(bufferCount uint32, width uint32, height uint32, newFormat _DXGI_FORMAT, swapChainFlags uint32) error {
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@ -20,6 +20,7 @@ import (
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"os"
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"reflect"
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"strings"
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"time"
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"unsafe"
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"golang.org/x/sys/windows"
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@ -150,6 +151,12 @@ type Graphics struct {
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vsyncEnabled bool
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transparent bool
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// occluded reports whether the screen is invisible or not.
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occluded bool
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// lastTime is the last time for rendering.
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lastTime time.Time
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pipelineStates
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}
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@ -825,14 +832,32 @@ func (g *Graphics) presentDesktop() error {
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var syncInterval uint32
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var flags _DXGI_PRESENT
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if g.occluded {
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// The screen is not visible. Test whether we can resume.
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flags |= _DXGI_PRESENT_TEST
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} else {
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// Do actual rendering only when the screen is visible.
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if g.vsyncEnabled {
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syncInterval = 1
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} else if g.allowTearing {
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flags |= _DXGI_PRESENT_ALLOW_TEARING
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}
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if err := g.swapChain.Present(syncInterval, uint32(flags)); err != nil {
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}
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occluded, err := g.swapChain.Present(syncInterval, uint32(flags))
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if err != nil {
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return err
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}
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g.occluded = occluded
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// Reduce FPS when the screen is invisible.
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now := time.Now()
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if g.occluded {
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if delta := 100*time.Millisecond - now.Sub(g.lastTime); delta > 0 {
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time.Sleep(delta)
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}
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}
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g.lastTime = now
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return nil
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}
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