SDL2 硬件渲染的奇怪行为

SDL2 strange behaviour of hardware rendering

我想制作我的第一款游戏。
没什么特别的,只是蓝色矩形在按下 WSAD 键时移动。

问题是当我 运行 我的游戏时,矩形有错误(见下图)。错误仅在水平移动时出现,而不会在垂直移动时出现。


这很有趣,当我换行时:

renderer = SDL_CreateRenderer(display, -1, SDL_RENDERER_ACCELERATED)

至:

renderer = SDL_CreateRenderer(display, -1, SDL_RENDERER_SOFTWARE)

一切正常

我正在使用 Windows10、MinGw with CMake(C++14) 和 SDL 2.0.8、Intel core i5 7th gen、Radeon M7 R465

我的代码 OnRender 函数负责渲染,也许我在其中做错了什么?(问题末尾发布的代码中的函数)

我也在使用 SDL_WINDOW_OPENGL 标志来创建我的 window,但是将其更改为 SDL_WINDOW_SHOWN 并没有改变任何东西。

#include <SDL2/SDL.h>

class Game
{
private:
    SDL_Surface *display_surf = nullptr;
    SDL_Renderer *renderer = nullptr;
    SDL_Window *display = nullptr;

private:
    bool running, prW = false, prS = false, prD = false, prA = false;
    int x, y;
    int spd_y, spd_x;
    int scr_w, scr_h;

public:
    Game();
    int OnExecute();

public:
    bool OnInit();
    void OnEvent( SDL_Event *event );
    void OnLoop();
    void OnRender();
    void OnCleanup();
};

Game::Game()
{
    running = false;
}

int Game::OnExecute()
{
    if( !OnInit() )
    {
        return -1;
    }

    running = true;
    SDL_Event event;
    while( running )
    {
        while( SDL_PollEvent( &event ) )
        {
            OnEvent( &event );
        }

        OnLoop();
        OnRender();
        SDL_Delay( 1 );
    }

    OnCleanup();
    return 0;
}

bool Game::OnInit()
{
    if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
    {
        return false;
    }

    SDL_DisplayMode dspm;
    if( SDL_GetDesktopDisplayMode( 0, &dspm ) < 0 )
    {
        return false;
    }

    scr_h = dspm.h;
    scr_w = dspm.w;

    if( ( display = SDL_CreateWindow( "Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1920, 1080,
        SDL_WINDOW_OPENGL ) ) == nullptr )
    {
        return false;
    }

    display_surf = SDL_GetWindowSurface( display );


    if( ( renderer = SDL_CreateRenderer( display, -1, SDL_RENDERER_ACCELERATED ) ) == nullptr )
    {
        return false;
    }

    x = 0;
    y = 0;

    spd_x = 0;
    spd_y = 0;

    SDL_SetWindowFullscreen( display, SDL_WINDOW_FULLSCREEN );

    return true;

}

void Game::OnEvent( SDL_Event *event )
{
    if( event->type == SDL_QUIT )
    {
        running = false;
        return;
    }

    switch( event->type )
    {
    case SDL_KEYDOWN:
        switch( event->key.keysym.sym )
        {
        case SDLK_w:
            if( prS )
            {
                spd_y = 0;
            }
            else
            {
                spd_y = -5;
            }
            prW = true;
            break;
        case SDLK_s:
            if( prW )
            {
                spd_y = 0;
            }
            else
            {
                spd_y = 5;
            }
            prS = true;
            break;
        case SDLK_d:
            if( prA )
            {
                spd_x = 0;
            }
            else
            {
                spd_x = 5;
            }
            prD = true;
            break;
        case SDLK_a:
            if( prD )
            {
                spd_x = 0;
            }
            else
            {
                spd_x = -5;
            }
            prA = true;
            break;
        default:
            return;
        }

        break;
    case SDL_KEYUP:
        switch( event->key.keysym.sym )
        {
        case SDLK_w:
            if( !prS )
            {
                spd_y = 0;
            }
            else
            {
                spd_y = 5;
            }
            prW = false;
            break;
        case SDLK_s:
            if( !prW )
            {
                spd_y = 0;
            }
            else
            {
                spd_y = -5;
            }
            prS = false;
            break;
        case SDLK_a:
            if( !prD )
            {
                spd_x = 0;
            }
            else
            {
                spd_x = 5;
            }
            prA = false;
            break;
        case SDLK_d:
            if( !prA )
            {
                spd_x = 0;
            }
            else
            {
                spd_x = -5;
            }
            prD = false;
            break;
        default:
            return;
        }
    default:
        return;
    }
}

void Game::OnLoop()
{
    x += spd_x;
    y += spd_y;

    if( x < 0 )
    {
        x = 0;
    }
    else if( x > scr_w - 100 )
    {
        x = scr_w - 100;
    }

    if( y < 0 )
    {
        y = 0;
    }
    else if( y > scr_h - 100 )
    {
        y = scr_h - 100;
    }
}

void Game::OnRender()
{
    SDL_SetRenderDrawColor( renderer, 0, 0, 0, 0x00 );

    SDL_RenderClear( renderer );

    SDL_Rect charc;
    charc.x = x;
    charc.y = y;
    charc.w = 100;
    charc.h = 100;

    SDL_SetRenderDrawColor( renderer, 0, 0, 0xff, 0 );

    SDL_RenderFillRect( renderer, &charc );

    SDL_RenderPresent( renderer );
}

void Game::OnCleanup()
{
    SDL_DestroyWindow( display );
    SDL_Quit();
}

int main( int argc, char** argv )
{
    Game game;
    return game.OnExecute();
}

看起来很像 tearing 是由高 frame-rate 和缺乏垂直同步引起的。

我可以通过在 SDL_CreateRenderer() 上将 SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC 传递给 flags 来获得 tear-less 绘图:

#include <SDL2/SDL.h>
#include <iostream>

class Game
{
private:
    SDL_Renderer *renderer = nullptr;
    SDL_Window *display = nullptr;

private:
    bool running, prW = false, prS = false, prD = false, prA = false;
    int x, y;
    int spd_y, spd_x;
    int scr_w, scr_h;

public:
    Game();
    int OnExecute();

public:
    bool OnInit();
    void OnEvent( SDL_Event *event );
    void OnLoop();
    void OnRender();
    void OnCleanup();
};

Game::Game()
{
    running = false;
}

int Game::OnExecute()
{
    if( !OnInit() )
    {
        return -1;
    }

    running = true;
    SDL_Event event;

    Uint32 beg = SDL_GetTicks();
    size_t frames = 0;
    while( running )
    {
        while( SDL_PollEvent( &event ) )
        {
            OnEvent( &event );
        }

        OnLoop();
        OnRender();

        frames++;
        Uint32 end = SDL_GetTicks();
        if( end - beg > 1000 )
        {
            std::cout << "Frame time: " << ( end - beg ) / frames << " ms" << std::endl;
            beg = end;
            frames = 0;
        }
    }

    OnCleanup();
    return 0;
}

bool Game::OnInit()
{
    if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
    {
        return false;
    }

    if( ( display = SDL_CreateWindow( "Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, 0 ) ) == nullptr )
    {
        return false;
    }

    scr_w = 1280;
    scr_h = 720;

    Uint32 rflags = SDL_RENDERER_ACCELERATED;
    rflags |= SDL_RENDERER_PRESENTVSYNC;
    if( ( renderer = SDL_CreateRenderer( display, -1, rflags ) ) == nullptr )
    {
        return false;
    }

    x = 0;
    y = 0;

    spd_x = 0;
    spd_y = 0;

    return true;
}

void Game::OnEvent( SDL_Event *event )
{
    if( event->type == SDL_QUIT )
    {
        running = false;
        return;
    }

    switch( event->type )
    {
    case SDL_KEYDOWN:
        switch( event->key.keysym.sym )
        {
        case SDLK_w:
            if( prS )
            {
                spd_y = 0;
            }
            else
            {
                spd_y = -5;
            }
            prW = true;
            break;
        case SDLK_s:
            if( prW )
            {
                spd_y = 0;
            }
            else
            {
                spd_y = 5;
            }
            prS = true;
            break;
        case SDLK_d:
            if( prA )
            {
                spd_x = 0;
            }
            else
            {
                spd_x = 5;
            }
            prD = true;
            break;
        case SDLK_a:
            if( prD )
            {
                spd_x = 0;
            }
            else
            {
                spd_x = -5;
            }
            prA = true;
            break;
        default:
            return;
        }

        break;
    case SDL_KEYUP:
        switch( event->key.keysym.sym )
        {
        case SDLK_w:
            if( !prS )
            {
                spd_y = 0;
            }
            else
            {
                spd_y = 5;
            }
            prW = false;
            break;
        case SDLK_s:
            if( !prW )
            {
                spd_y = 0;
            }
            else
            {
                spd_y = -5;
            }
            prS = false;
            break;
        case SDLK_a:
            if( !prD )
            {
                spd_x = 0;
            }
            else
            {
                spd_x = 5;
            }
            prA = false;
            break;
        case SDLK_d:
            if( !prA )
            {
                spd_x = 0;
            }
            else
            {
                spd_x = -5;
            }
            prD = false;
            break;
        default:
            return;
        }
    default:
        return;
    }
}

void Game::OnLoop()
{
    x += spd_x;
    y += spd_y;

    if( x < 0 )
    {
        x = 0;
    }
    else if( x > scr_w - 100 )
    {
        x = scr_w - 100;
    }

    if( y < 0 )
    {
        y = 0;
    }
    else if( y > scr_h - 100 )
    {
        y = scr_h - 100;
    }
}

void Game::OnRender()
{
    SDL_SetRenderDrawColor( renderer, 0, 0, 0, 0x00 );

    SDL_RenderClear( renderer );

    SDL_Rect charc;
    charc.x = x;
    charc.y = y;
    charc.w = 100;
    charc.h = 100;

    SDL_SetRenderDrawColor( renderer, 0, 0, 0xff, 0 );

    SDL_RenderFillRect( renderer, &charc );

    SDL_Delay( 1 );
    SDL_RenderPresent( renderer );
}

void Game::OnCleanup()
{
    SDL_DestroyWindow( display );
    SDL_Quit();
}

int main( int argc, char** argv )
{
    Game game;
    return game.OnExecute();
}

如果我刚刚通过 SDL_RENDERER_ACCELERATED,我就会流泪并且大大更高frame-rate。

确保您的 OS 未配置为默认禁用垂直同步。

在 SDL 2.0.8 上启用 SDL_RENDERER_ACCELERATED 标志时,许多开发人员似乎会遇到一些不受欢迎的行为。

已在 libsdl 的 bugzilla (https://bugzilla.libsdl.org/show_bug.cgi?id=4110) 中打开了一个票证。这是关于另一个问题,但描述中提到了硬件渲染问题。

目前,我使用软件渲染 (SDL_RENDERER_SOFTWARE) 作为备用。不是我真正想做的,但现在我得到了预期的结果。

我会试试 PREVENTSYNC...