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Fix Metal VSync propagation to window swap intervals
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@@ -167,7 +167,7 @@ Useful probes (build tokenized Python helpers from `build/runtime/tools/`):
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- `riot-event-coalescing-check`: preserve key events and latest mouse motion.
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- `m327-cgl-resolver-check`: first calls through dynamically looked-up GL functions retain floating-point arguments; expected `first_sampler_linear=1 first_color_arguments=1 errors=0,0`. Build with `build-m58f327-opengl.py` and run with `run-riot-native-check.py m327-cgl-resolver-check`.
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- `m327-cgl-direct-check`: with `RCLOL_GPU_DIRECT_OTHER_WINDOW_TEST=1` and an owned 337x339 native target, interleave 338x339 fallback surfaces; expected `active_presenter_preserved=1 fallback_frames=357`. This needs the native presentation fixture; it is not a `run-riot-native-check.py` choice.
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- `riot-metal-presentation-check`: Vulkan clear reaches the GL texture, including late window/context attachment. Set `RIOT_PRESENTATION_NESTED=1` to place the Metal layer beneath two ordinary layers and verify that its drawables are still presented and recycled past the three-drawable pool limit.
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- `riot-metal-presentation-check`: Vulkan clear reaches the GL texture, including late window/context attachment. Each frame toggles `displaySyncEnabled` and checks the CGL window swap interval. Set `RIOT_PRESENTATION_NESTED=1` to place the Metal layer beneath two ordinary layers and verify that its drawables are still presented and recycled past the three-drawable pool limit.
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- `riot-ca-render-policy-check`: headless check of the actual compositor render policy. A nested Metal layer must still be prepared when a full-window IOSurface is present; surface-only trees should retain the local-render shortcut. Built by `build-riot-metal-presentation.py`; expected `PASS: mixed-tree Metal preparation survives IOSurface shortcut`. Creates no window or GPU work and does not publish its test surface.
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- `riot-metal-concurrency-check`: submission ordering, resource lifetime and concurrent recording.
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@@ -533,3 +533,21 @@ launch, window placement, click alignment and edge panning before rollout.
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After installing the tested X11 and CoreGraphics binaries locally, the user
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reported that everything was working (2026-10-16). Fullscreen policy was unchanged.
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## Metal VSync regression (#46)
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```sh
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python3 -m unittest discover -s tests -p 'test_metal_vsync.py'
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```
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These host checks compile the patched layer-tree policy, flush body and CGL
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swap methods against inert fixtures. They cover nested layers, VSync toggles,
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shared-window requests, independent contexts, late attachment and failed
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context/interval changes. They do not measure physical display refresh.
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For manual validation after updating with the clients closed, compare the
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same scene with in-game VSync on and off. With VSync on, presentation should
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follow the display/compositor cadence; with it off, the game's frame cap
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should continue to work. Record monitor refresh, compositor, X11/Xwayland,
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GPU/driver and window mode. The window presentation probe above checks the
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API wiring; an in-game/compositor timing comparison remains necessary.
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@@ -541,3 +541,18 @@ Recovery requires every matching client to be at least 60 seconds old and a
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complete Hyprland window record (`class`, `title`, `mapped`, `hidden`). A second
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process scan after window inspection must find the same client identities and
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no game. Missing information or shutdown failure leaves normal launch in charge.
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## VSync and frame caps (#46)
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The Metal layer's `displaySyncEnabled` property previously had no effect on
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the window swap interval. A game that delegates pacing to VSync could run
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uncapped when VSync was enabled. The compositor now applies that property to
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the window before swapping, including nested Metal layers and setting changes.
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If several Metal layers share a window, any layer requesting VSync enables it
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for that window. Other windows retain independent swap settings.
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Exit the game and both clients, then run `./scripts/update.sh` to rebuild and
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install the QuartzCore and OpenGL changes. Until updated, disable in-game
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VSync to use the game's frame cap, as the issue reporter confirmed. Physical
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scanout timing still depends on the driver and desktop compositor; the fix
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has standalone regression coverage but needs an in-game timing retest.
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