Update desired_maximum_frame_latency documentation (#8421)

This commit is contained in:
Connor Fitzgerald 2025-10-30 08:57:52 -04:00 committed by GitHub
parent c6dc8eeac5
commit a682d9e15a
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 33 additions and 16 deletions

View File

@ -196,6 +196,8 @@ impl SurfaceWrapper {
config.format = format;
config.view_formats.push(format);
};
config.present_mode = wgpu::PresentMode::Immediate;
config.desired_maximum_frame_latency = 3;
surface.configure(&context.device, &config);
self.config = Some(config);

View File

@ -5814,25 +5814,40 @@ pub struct SurfaceConfiguration<V> {
/// `AutoNoVsync` will gracefully do a designed sets of fallbacks if their primary modes are
/// unsupported.
pub present_mode: PresentMode,
/// Desired maximum number of frames that the presentation engine should queue in advance.
/// Desired maximum number of monitor refreshes between a [`Surface::get_current_texture`] call and the
/// texture being presented to the screen. This is sometimes called "Frames in Flight".
///
/// This is a hint to the backend implementation and will always be clamped to the supported range.
/// As a consequence, either the maximum frame latency is set directly on the swap chain,
/// or waits on present are scheduled to avoid exceeding the maximum frame latency if supported,
/// or the swap chain size is set to (max-latency + 1).
/// Defaults to `2` when created via [`Surface::get_default_config`] as this is a reasonable default.
///
/// Defaults to 2 when created via `Surface::get_default_config`.
/// This is ultimately a hint to the backend implementation and will always be clamped
/// to the supported range.
///
/// Typical values range from 3 to 1, but higher values are possible:
/// * Choose 2 or higher for potentially smoother frame display, as it allows to be at least one frame
/// to be queued up. This typically avoids starving the GPU's work queue.
/// Higher values are useful for achieving a constant flow of frames to the display under varying load.
/// * Choose 1 for low latency from frame recording to frame display.
/// ⚠️ If the backend does not support waiting on present, this will cause the CPU to wait for the GPU
/// to finish all work related to the previous frame when calling `Surface::get_current_texture`,
/// causing CPU-GPU serialization (i.e. when `Surface::get_current_texture` returns, the GPU might be idle).
/// It is currently not possible to query this. See <https://github.com/gfx-rs/wgpu/issues/2869>.
/// * A value of 0 is generally not supported and always clamped to a higher value.
/// Typical values are `1` to `3`, but higher values are valid, though likely to be clamped.
/// * Choose `1` to minimize latency above all else. This only gives a single monitor refresh for all of
/// the CPU and GPU work to complete. ⚠️ As a result of these short swapchains, the CPU and GPU
/// cannot run in parallel, prioritizing latency over throughput. For applications like GUIs doing
/// a small amount of GPU work each frame that need low latency, this is a reasonable choice.
/// * Choose `2` for a balance between latency and throughput. The CPU and GPU both can each use
/// a full monitor refresh to do their computations. This is a reasonable default for most applications.
/// * Choose `3` or higher to maximize throughput, sacrificing latency when the the CPU and GPU
/// are using less than a full monitor refresh each. For applications that use CPU-side pipelining
/// of frames this may be a reasonable choice. ⚠️ On 60hz displays the latency can be very noticeable.
///
/// This maps to the backend in the following ways:
/// - Vulkan: Number of frames in the swapchain is `desired_maximum_frame_latency + 1`,
/// clamped to the supported range.
/// - DX12: Calls [`IDXGISwapChain2::SetMaximumFrameLatency(desired_maximum_frame_latency)`][SMFL].
/// - Metal: Sets the `maximumDrawableCount` of the underlying `CAMetalLayer` to
/// `desired_maximum_frame_latency + 1`, clamped to the supported range.
/// - OpenGL: Ignored
///
/// It also has various subtle interactions with various present modes and APIs.
/// - DX12 + Mailbox: Limits framerate to `desired_maximum_frame_latency * Monitor Hz` fps.
/// - Vulkan/Metal + Mailbox: If this is set to `2`, limits framerate to `2 * Monitor Hz` fps. `3` or higher is unlimited.
///
/// [`Surface::get_current_texture`]: ../wgpu/struct.Surface.html#method.get_current_texture
/// [`Surface::get_default_config`]: ../wgpu/struct.Surface.html#method.get_default_config
/// [SMFL]: https://learn.microsoft.com/en-us/windows/win32/api/dxgi1_3/nf-dxgi1_3-idxgiswapchain2-setmaximumframelatency
pub desired_maximum_frame_latency: u32,
/// Specifies how the alpha channel of the textures should be handled during compositing.
pub alpha_mode: CompositeAlphaMode,