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vpinball-wasm/patches/vpinball/0003-renderdevice-vsync-no-thread-emscripten.patch
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diff --git a/src/renderer/RenderDevice.cpp b/src/renderer/RenderDevice.cpp
index 1fedf4e..6927546 100644
--- a/src/renderer/RenderDevice.cpp
+++ b/src/renderer/RenderDevice.cpp
@@ -1501,7 +1501,11 @@ RenderDevice::RenderDevice(
SetRenderState(RenderState::ZFUNC, RenderState::Z_LESSEQUAL);
// Retrieve a reference to the back buffer.
- wnd->SetBackBuffer(new RenderTarget(this, SurfaceType::RT_DEFAULT, wnd->GetWidth(), wnd->GetHeight(), back_buffer_format));
+ // vpinball-wasm: use pixel (device) size, not logical/CSS size - on Emscripten
+ // these differ by devicePixelRatio, and the GL viewport (RenderTarget.cpp's
+ // glViewport(0, 0, m_width, m_height)) must match the canvas's actual backing
+ // buffer or rendering only fills a fraction of it, anchored bottom-left.
+ wnd->SetBackBuffer(new RenderTarget(this, SurfaceType::RT_DEFAULT, wnd->GetPixelWidth(), wnd->GetPixelHeight(), back_buffer_format));
#elif defined(ENABLE_DX9)
///////////////////////////////////
@@ -2168,10 +2172,19 @@ void RenderDevice::WaitForVSync(const bool asynchronous)
m_vsyncCount++;
m_presentTimestampReference = usec();
};
+#ifndef __EMSCRIPTEN__
if (asynchronous)
std::thread(lambda).detach(); // Reuse thread ? (we always at most one running at a time)
else
lambda();
+#else
+ // vpinball-wasm: a single-threaded Emscripten build (no -pthread /
+ // SharedArrayBuffer) cannot construct real std::thread workers - run
+ // synchronously inline instead. This only updates m_vsyncCount/timestamp
+ // bookkeeping (the real vblank-wait branches above are already excluded
+ // for __STANDALONE__ builds), so synchronous execution is equivalent.
+ lambda();
+#endif
}
#if defined(ENABLE_BGFX)