DisplayFreeSyncColorAccuracy

Demonstrates how to obtain the Display FreeSync color accuracy when programming with ADLX and perform related operations.

Command Prompts

Command Prompt Description
1 Display FreeSync color accuracy support.
2 Get FreeSync color accuracy state.
3 Set current FreeSync color accuracy to disabled.
4 Set current FreeSync color accuracy to enabled.
M/m Display the command prompt menu.
Q/q Terminate the application.

Sample Path

/Samples/C/Display/DisplayFreeSyncColorAccuracy

Code

Copied!

//
// Copyright (c) 2021 - 2025 Advanced Micro Devices, Inc. All rights reserved.
//
//-------------------------------------------------------------------------------------------------



#include "SDK/ADLXHelper/Windows/C/ADLXHelper.h"
#include "SDK/Include/IDisplaySettings.h"
#include "SDK/Include/IDisplays.h"
#include "SDK/Include/IDisplays3.h"

// Thread to quit event
static HANDLE quitEvent = NULL;

// Thread to quit flag
static int g_quit = 0;

// Thread to timeout
static HANDLE thread = NULL;

// Show FreeSync color accuracy support
void ShowFreeSyncColorAccuracySupport(IADLXDisplayServices3* displayService3, IADLXDisplay* display);

// Get current FreeSync color accuracy state
void GetFreeSyncColorAccuracyState(IADLXDisplayServices3* displayService3, IADLXDisplay* display);

// Set FreeSync color accuracy state
void SetFreeSyncColorAccuracyState(IADLXDisplayServices3* displayService3, IADLXDisplay* display, const int key);

// Main menu
void MainMenu();

// Menu action control
void MenuControl(IADLXDisplayServices3* displayService3, const IADLXDisplay* display);

// Wait for exit with error message
int WaitAndExit(const char* msg, const int retCode);

int main()
{

    // Define return code
    ADLX_RESULT  res = ADLX_FAIL ;

    // Initialize ADLX
    res = ADLXHelper_Initialize();
    if (ADLX_SUCCEEDED (res))
    {
        // Get system service
        IADLXSystem* sys = ADLXHelper_GetSystemServices();

        // Get display service
        IADLXDisplayServices* displayService = NULL;
        res = sys->pVtbl->GetDisplaysServices(sys, &displayService);
        if (ADLX_SUCCEEDED (res))
        {
            IADLXDisplayServices3* displayServices3 = NULL;
            ADLX_RESULT  res3 = displayService->pVtbl->QueryInterface(displayService, IID_IADLXDisplayServices3(), (void**)&displayServices3);

            // Get display list
            IADLXDisplayList* displayList = NULL;
            res = displayService->pVtbl->GetDisplays(displayService, &displayList);
            if (ADLX_SUCCEEDED (res) && ADLX_SUCCEEDED (res3))
            {
                // Inspect for the first display in the list
                adlx_uint it = 0;
                IADLXDisplay* display = NULL;
                res = displayList->pVtbl->At_DisplayList(displayList, it, &display);
                if (ADLX_SUCCEEDED (res))
                {
                    // Display main menu options
                    MainMenu();
                    // Get and execute the choice
                    MenuControl(displayServices3, display);
                }

                // Release the display interface
                if (NULL != display)
                {
                    display->pVtbl->Release(display);
                    display = NULL;
                }
            }

            // Release the displayList interface
            if (NULL != displayList)
            {
                displayList->pVtbl->Release(displayList);
                displayList = NULL;
            }

            if (NULL != displayServices3)
            {
                displayServices3->pVtbl->Release(displayServices3);
                displayServices3 = NULL;
            }
        }

        // Release the displayService interface
        if (NULL != displayService)
        {
            displayService->pVtbl->Release(displayService);
            displayService = NULL;
        }
    }
    else
    {
        return WaitAndExit("ADLX initialization failed", 0);
    }

    // Destroy ADLX
    res = ADLXHelper_Terminate();
    printf("Destroy ADLX res: %d\\n", res);

    // Pause to see the print out
    system("pause");

    return 0;
}

void ShowFreeSyncColorAccuracySupport(IADLXDisplayServices3* displayService3, IADLXDisplay* display)
{
    IADLXDisplayFreeSyncColorAccuracy* displayFreeSyncColorAccuracy;
    ADLX_RESULT  res = displayService3->pVtbl->GetFreeSyncColorAccuracy(displayService3, display, &displayFreeSyncColorAccuracy);
    if (ADLX_SUCCEEDED (res))
    {
        printf("  === Get FreeSync color accuracy Supported ===\\n");
        adlx_bool supported = false;
        res = displayFreeSyncColorAccuracy->pVtbl->IsSupported(displayFreeSyncColorAccuracy, &supported);
        printf("\\tFreeSync color accuracy is supported on the display: %s, return code: %d (0 means success)\\n", supported ? "true" : "false", res);
        displayFreeSyncColorAccuracy->pVtbl->Release(displayFreeSyncColorAccuracy);
    }
}
void GetFreeSyncColorAccuracyState(IADLXDisplayServices3* displayService3, IADLXDisplay* display)
{
    IADLXDisplayFreeSyncColorAccuracy* displayFreeSyncColorAccuracy;
    ADLX_RESULT  res = displayService3->pVtbl->GetFreeSyncColorAccuracy(displayService3, display, &displayFreeSyncColorAccuracy);
    if (ADLX_SUCCEEDED (res))
    {
        printf("  === Get FreeSync color accuracy enabled ===\\n");
        adlx_bool enabled = false;
        res = displayFreeSyncColorAccuracy->pVtbl->IsEnabled(displayFreeSyncColorAccuracy, &enabled);
        printf("\\tFreeSync color accuracy  is enabled on the display, res: %d, enabled: %s\\n", res, enabled ? "true" : "false");
        displayFreeSyncColorAccuracy->pVtbl->Release(displayFreeSyncColorAccuracy);
    }
}

void SetFreeSyncColorAccuracyState(IADLXDisplayServices3* displayService3, IADLXDisplay* display, const int key)
{
    IADLXDisplayFreeSyncColorAccuracy* displayFreeSyncColorAccuracy;
    ADLX_RESULT  res = displayService3->pVtbl->GetFreeSyncColorAccuracy(displayService3, display, &displayFreeSyncColorAccuracy);
    if (ADLX_SUCCEEDED (res))
    {
        printf("  === Set FreeSync color accuracy  Control ===\\n");
        ADLX_RESULT  res = ADLX_FAIL ;
        switch (key)
        {
            // Set FreeSync color accuracy  disabled
        case 0:
            res = displayFreeSyncColorAccuracy->pVtbl->SetEnabled(displayFreeSyncColorAccuracy, false);
            break;
            // Set FreeSync color accuracy  enabled
        case 1:
            res = displayFreeSyncColorAccuracy->pVtbl->SetEnabled(displayFreeSyncColorAccuracy, true);
            break;
        default:
            break;
        }
        printf("\\treturn code is: %d (0 means Success)\\n", res);
        displayFreeSyncColorAccuracy->pVtbl->Release(displayFreeSyncColorAccuracy);
    }
}

void MainMenu()
{
    printf("\\tChoose from following options:\\n");

    printf("\\t->Press 1 to FreeSync color accuracy  support\\n");

    printf("\\t->Press 2 to get FreeSync color accuracy  state\\n");

    printf("\\t->Press 3 to set FreeSync color accuracy  disabled\\n");
    printf("\\t->Press 4 to set FreeSync color accuracy  enabled\\n");

    printf("\\t->Press Q/q to terminate the application\\n");
    printf("\\t->Press M/m to display main menu options\\n");
}

// Menu action control
void MenuControl(IADLXDisplayServices3* displayService3, const IADLXDisplay* display)
{
    int num = 0;
    while ((num = getchar()) != 'q' && num != 'Q')
    {
        switch (num)
        {
            // Display FreeSync color accuracy  support
        case '1':
            ShowFreeSyncColorAccuracySupport(displayService3, display);
            break;

            // Display current FreeSync color accuracy  state
        case '2':
            GetFreeSyncColorAccuracyState(displayService3, display);
            break;

            // Set FreeSync color accuracy  state
        case '3':
        case '4':
            SetFreeSyncColorAccuracyState(displayService3, display, num - '3');
            break;

            // Display main menu options
        case 'm':
        case 'M':
            MainMenu();
            break;
        default:
            break;
        }
    }
}

// Wait for exit with error message
int WaitAndExit(const char* msg, const int retCode)
{
    // Printout the message and pause to see it before returning the desired code
    if (NULL != msg)
        printf("%s\\n", msg);

    system("pause");
    return retCode;
}

Related pages

  • Visit the Adlx product page for download links and more information.

Looking for more documentation on GPUOpen?

AMD GPUOpen software blogs

Our handy software release blogs will help you make good use of our tools, SDKs, and effects, as well as sharing the latest features with new releases.

GPUOpen Manuals

Don’t miss our manual documentation! And if slide decks are what you’re after, you’ll find 100+ of our finest presentations here.

AMD GPUOpen Performance Guides

The home of great performance and optimization advice for AMD RDNA™ 2 GPUs, AMD Ryzen™ CPUs, and so much more.

Getting started: AMD GPUOpen software

New or fairly new to AMD’s tools, libraries, and effects? This is the best place to get started on GPUOpen!

AMD GPUOpen Getting Started Development and Performance

Looking for tips on getting started with developing and/or optimizing your game, whether on AMD hardware or generally? We’ve got you covered!

AMD GPUOpen Technical blogs

Browse our technical blogs, and find valuable advice on developing with AMD hardware, ray tracing, Vulkan®, DirectX®, Unreal Engine, and lots more.

Find out more about our software!

AMD GPUOpen Effects - AMD FidelityFX technologies

Create wonder. No black boxes. Meet the AMD FidelityFX SDK!

AMD GPUOpen Samples

Browse all our useful samples. Perfect for when you’re needing to get started, want to integrate one of our libraries, and much more.

AMD GPUOpen developer SDKs

Discover what our SDK technologies can offer you. Query hardware or software, manage memory, create rendering applications or machine learning, and much more!

AMD GPUOpen Developer Tools

Analyze, Optimize, Profile, Benchmark. We provide you with the developer tools you need to make sure your game is the best it can be!