Add frame pacing functions

Use the following functions to use Android Frame Pacing with a rendering engine based on the OpenGL ES API.

Initialize and destroy

Use the following functions to initialize and destroy an instance of Android Frame Pacing, respectively:

In general, you should call SwappyGL_init() as early as possible during the engine startup sequence, and you should call SwappyGL_destroy() when the game is exiting. You shouldn't need to call these methods at any other time.

Configure swap interval and refresh period

Use the following functions to configure an instance of Android Frame Pacing:

When calling SwappyGL_setSwapIntervalNS(), pass in the duration that a frame should be presented. In most cases, you can use one of the following constants: SWAPPY_SWAP_60FPS, SWAPPY_SWAP_30FPS, or SWAPPY_SWAP_20FPS.

In general, you should call these methods directly after a call to SwappyGL_init(). However, you might also need to call these methods at other times during your game's execution.

Auto Modes

Android Frame Pacing adjusts the swap duration and pipeline mode based on the average duration of previous frames. You can control this behavior with the following functions:

Perform per-frame swap

During each rendering frame, call bool SwappyGL_swap(EGLDisplay display, EGLSurface surface). This method wraps the eglSwapBuffers() method from Open GL ES, so you should replace all instances of eglSwapBuffers() in your game with SwappyGL_swap().

Utility functions

The following method checks whether Android Frame Pacing is enabled:

It's possible that an instance of Android Frame Pacing isn't able to initialize itself for any of the following reasons:

  • The necessary EGL functions are missing on the device.
  • The system has set the swappy.disable property.

In either of these situations, SwappyGL_isEnabled() returns false, and it's best for you to implement an alternative frame-pacing strategy.