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Fix flickering issues with low processor mode on Android #59607
Fix flickering issues with low processor mode on Android #59607
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@@ -243,9 +243,12 @@ JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_step(JNIEnv *env, jcl | |||
DisplayServerAndroid::get_singleton()->process_magnetometer(magnetometer); | |||
DisplayServerAndroid::get_singleton()->process_gyroscope(gyroscope); | |||
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if (os_android->main_loop_iterate()) { | |||
bool should_swap_buffers; |
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I think we've favoring the defensive initialization style now, so it'd be good to initialize this one.
@@ -17,4 +17,4 @@ target_include_directories(${PROJECT_NAME} | |||
SYSTEM PUBLIC | |||
${GODOT_ROOT_DIR}) | |||
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add_definitions(-DUNIX_ENABLED -DVULKAN_ENABLED -DTOOLS_ENABLED) | |||
add_definitions(-DUNIX_ENABLED -DVULKAN_ENABLED -DANDROID_ENABLED) |
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This is a nitpick: I fell like changes of this kind should be in their own commit since they are not really part of the main task. For me, it'd be fine the alternative of just adding a line in the commit message telling that there are some additional little fixes unrelated to the main goal.
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@RandomShaper This change is mostly cosmetic and doesn't affect the engine logic.
That CMake file is only used by Android Studio to properly show the native engine code, and so has no effects on anything else.
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I've added a few comments about not very important things.
Besides them, my only real concern is the maintainability of the forked stuff. I'd suggest to follow the closest that is possible to the scheme followed for other 3rd-party code. Being Java files I'm not sure if they can be put under ´thirdparty/´, but at least it would be good to check out the changes as patch files for easier upgrading.
In the past for java code, we've departed from the I'm also not very concerned about maintainability given the forked files have been stable for quite a while ( |
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Fair enough.
As pointed out by @Relintai in #55604 (comment), the cause of the flickers when enabling low processor mode is that the framebuffers are swapped automatically even when nothing is rendered.
To resolve the issue, I forked
GLSurfaceView
so that the Godot Android logic can specify when the framebuffers should be swapped.Fixes #19304
Fixes #58932
Bugsquad edit:
master
version of #59606.