mirror of https://github.com/libsdl-org/SDL
metal: Add hint to select low power device instead of the default one (#8182)
On some system like MacBook Pro Intel with AMD card, asking for the default device will always return the AMD GPU.
This is not an issue for 99% of the case when the renderer context is here to provide the maximum performance level like for game.
However, for video application using GPU for 1 quad and 1 texture, using the discrete GPU for that lead to an important power consumption (4 to 8W), heat increase, and fan noise.
With this patch, I successfully amend ffplay to only use the integrated GPU (i.e. the Intel one), instead of the discrete GPU (i.e. the AMD one).
(cherry picked from commit aa7ba62978
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@ -1474,6 +1474,17 @@ extern "C" {
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*/
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#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC"
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/**
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* \brief A variable controlling whether the Metal render driver select low power device over default one
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*
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* This variable can be set to the following values:
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* "0" - Use the prefered OS device
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* "1" - Select a low power one
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*
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* By default the prefered OS device is used.
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*/
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#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE"
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/**
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* \brief A variable controlling if VSYNC is automatically disable if doesn't reach the enough FPS
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*
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@ -1654,8 +1654,22 @@ static SDL_Renderer *METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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return NULL;
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}
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// !!! FIXME: MTLCopyAllDevices() can find other GPUs on macOS...
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mtldevice = MTLCreateSystemDefaultDevice();
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#ifdef __MACOSX__
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if (SDL_GetHintBoolean(SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE, SDL_TRUE)) {
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NSArray<id<MTLDevice>> *devices = MTLCopyAllDevices();
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for (id<MTLDevice> device in devices) {
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if (device.isLowPower) {
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mtldevice = device;
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break;
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}
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}
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}
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#endif
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if (mtldevice == nil) {
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mtldevice = MTLCreateSystemDefaultDevice();
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}
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if (mtldevice == nil) {
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SDL_free(renderer);
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