Browse Source

render: GL-based renderers should treat adaptive vsync as vsync being enabled.

Fixes #8004.
Ryan C. Gordon 1 year ago
parent
commit
0a6b5abf45

+ 2 - 2
src/render/opengl/SDL_render_gl.c

@@ -1664,7 +1664,7 @@ static int GL_SetVSync(SDL_Renderer *renderer, const int vsync)
     if (retval != 0) {
         return retval;
     }
-    if (SDL_GL_GetSwapInterval() > 0) {
+    if (SDL_GL_GetSwapInterval() != 0) {
         renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
     } else {
         renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
@@ -1809,7 +1809,7 @@ static SDL_Renderer *GL_CreateRenderer(SDL_Window *window, Uint32 flags)
     } else {
         SDL_GL_SetSwapInterval(0);
     }
-    if (SDL_GL_GetSwapInterval() > 0) {
+    if (SDL_GL_GetSwapInterval() != 0) {
         renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
     }
 

+ 2 - 2
src/render/opengles/SDL_render_gles.c

@@ -1046,7 +1046,7 @@ static int GLES_SetVSync(SDL_Renderer *renderer, const int vsync)
     if (retval != 0) {
         return retval;
     }
-    if (SDL_GL_GetSwapInterval() > 0) {
+    if (SDL_GL_GetSwapInterval() != 0) {
         renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
     } else {
         renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
@@ -1141,7 +1141,7 @@ static SDL_Renderer *GLES_CreateRenderer(SDL_Window *window, Uint32 flags)
     } else {
         SDL_GL_SetSwapInterval(0);
     }
-    if (SDL_GL_GetSwapInterval() > 0) {
+    if (SDL_GL_GetSwapInterval() != 0) {
         renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
     }
 

+ 2 - 2
src/render/opengles2/SDL_render_gles2.c

@@ -1963,7 +1963,7 @@ static int GLES2_SetVSync(SDL_Renderer *renderer, const int vsync)
     if (retval != 0) {
         return retval;
     }
-    if (SDL_GL_GetSwapInterval() > 0) {
+    if (SDL_GL_GetSwapInterval() != 0) {
         renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
     } else {
         renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
@@ -2124,7 +2124,7 @@ static SDL_Renderer *GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
     } else {
         SDL_GL_SetSwapInterval(0);
     }
-    if (SDL_GL_GetSwapInterval() > 0) {
+    if (SDL_GL_GetSwapInterval() != 0) {
         renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
     }