mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2025-01-08 09:18:43 +00:00
Rewrite old frame pacing logic for Metal renderer
This commit is contained in:
parent
3ef05f3a35
commit
767215fce5
1 changed files with 73 additions and 127 deletions
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@ -110,16 +110,17 @@ public:
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m_PipelineState(nullptr),
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m_ShaderLibrary(nullptr),
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m_CommandQueue(nullptr),
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m_NextDrawable(nullptr),
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m_MetalView(nullptr),
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m_DisplayLink(nullptr),
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m_LastColorSpace(-1),
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m_LastFullRange(false),
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m_LastFrameWidth(-1),
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m_LastFrameHeight(-1),
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m_LastDrawableWidth(-1),
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m_LastDrawableHeight(-1),
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m_VsyncMutex(nullptr),
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m_VsyncPassed(nullptr)
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m_PresentationMutex(SDL_CreateMutex()),
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m_PresentationCond(SDL_CreateCond()),
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m_PendingPresentationCount(0)
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{
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SDL_zero(m_OverlayTextFields);
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for (int i = 0; i < Overlay::OverlayMax; i++) {
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@ -138,17 +139,12 @@ public:
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Block_release(m_OverlayUpdateBlocks[i]);
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}
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if (m_DisplayLink != nullptr) {
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CVDisplayLinkStop(m_DisplayLink);
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CVDisplayLinkRelease(m_DisplayLink);
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if (m_PresentationCond != nullptr) {
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SDL_DestroyCond(m_PresentationCond);
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}
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if (m_VsyncPassed != nullptr) {
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SDL_DestroyCond(m_VsyncPassed);
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}
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if (m_VsyncMutex != nullptr) {
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SDL_DestroyMutex(m_VsyncMutex);
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if (m_PresentationMutex != nullptr) {
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SDL_DestroyMutex(m_PresentationMutex);
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}
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if (m_HwContext != nullptr) {
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@ -189,106 +185,43 @@ public:
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if (m_MetalView != nullptr) {
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SDL_Metal_DestroyView(m_MetalView);
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}
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// It appears to be necessary to run the event loop after destroying
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// the AVSampleBufferDisplayLayer to avoid issue #973.
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SDL_PumpEvents();
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}}
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static
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CVReturn
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displayLinkOutputCallback(
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CVDisplayLinkRef displayLink,
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const CVTimeStamp* /* now */,
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const CVTimeStamp* /* vsyncTime */,
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CVOptionFlags,
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CVOptionFlags*,
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void *displayLinkContext)
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{
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auto me = reinterpret_cast<VTRenderer*>(displayLinkContext);
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SDL_assert(displayLink == me->m_DisplayLink);
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SDL_LockMutex(me->m_VsyncMutex);
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SDL_CondSignal(me->m_VsyncPassed);
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SDL_UnlockMutex(me->m_VsyncMutex);
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return kCVReturnSuccess;
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}
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bool initializeVsyncCallback()
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{
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SDL_SysWMinfo info;
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SDL_VERSION(&info.version);
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if (!SDL_GetWindowWMInfo(m_Window, &info)) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"SDL_GetWindowWMInfo() failed: %s",
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SDL_GetError());
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return false;
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void discardNextDrawable()
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{ @autoreleasepool {
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if (!m_NextDrawable) {
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return;
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}
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SDL_assert(info.subsystem == SDL_SYSWM_COCOA);
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NSScreen* screen = [info.info.cocoa.window screen];
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CVReturn status;
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if (screen == nullptr) {
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// Window not visible on any display, so use a
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// CVDisplayLink that can work with all active displays.
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// When we become visible, we'll recreate ourselves
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// and associate with the new screen.
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"NSWindow is not visible on any display");
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status = CVDisplayLinkCreateWithActiveCGDisplays(&m_DisplayLink);
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}
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else {
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CGDirectDisplayID displayId = [[screen deviceDescription][@"NSScreenNumber"] unsignedIntValue];
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"NSWindow on display: %x",
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displayId);
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status = CVDisplayLinkCreateWithCGDisplay(displayId, &m_DisplayLink);
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}
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if (status != kCVReturnSuccess) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to create CVDisplayLink: %d",
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status);
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return false;
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}
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status = CVDisplayLinkSetOutputCallback(m_DisplayLink, displayLinkOutputCallback, this);
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if (status != kCVReturnSuccess) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"CVDisplayLinkSetOutputCallback() failed: %d",
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status);
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return false;
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}
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// The CVDisplayLink callback uses these, so we must initialize them before
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// starting the callbacks.
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m_VsyncMutex = SDL_CreateMutex();
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m_VsyncPassed = SDL_CreateCond();
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status = CVDisplayLinkStart(m_DisplayLink);
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if (status != kCVReturnSuccess) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"CVDisplayLinkStart() failed: %d",
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status);
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return false;
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}
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return true;
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}
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[m_NextDrawable release];
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m_NextDrawable = nullptr;
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}}
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virtual void waitToRender() override
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{
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if (m_DisplayLink != nullptr) {
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// Vsync is enabled, so wait for a swap before returning
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SDL_LockMutex(m_VsyncMutex);
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if (SDL_CondWaitTimeout(m_VsyncPassed, m_VsyncMutex, 100) == SDL_MUTEX_TIMEDOUT) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"V-sync wait timed out after 100 ms");
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{ @autoreleasepool {
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if (!m_NextDrawable) {
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// Wait for the next available drawable before latching the frame to render
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m_NextDrawable = [[m_MetalLayer nextDrawable] retain];
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if (m_NextDrawable == nullptr) {
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return;
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}
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SDL_UnlockMutex(m_VsyncMutex);
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// Pace ourselves by waiting if too many frames are pending presentation
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SDL_LockMutex(m_PresentationMutex);
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if (m_PendingPresentationCount > 2) {
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if (SDL_CondWaitTimeout(m_PresentationCond, m_PresentationMutex, 100) == SDL_MUTEX_TIMEDOUT) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Presentation wait timed out after 100 ms");
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}
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}
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SDL_UnlockMutex(m_PresentationMutex);
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}
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}}
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virtual void cleanupRenderContext() override
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{
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// Free any unused drawable
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discardNextDrawable();
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}
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bool updateVideoRegionSizeForFrame(AVFrame* frame)
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@ -351,6 +284,9 @@ public:
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CGColorSpaceRef newColorSpace;
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void* paramBuffer;
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// Free any unpresented drawable since we're changing pixel formats
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discardNextDrawable();
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switch (colorspace) {
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case COLORSPACE_REC_709:
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m_MetalLayer.colorspace = newColorSpace = CGColorSpaceCreateWithName(kCGColorSpaceITUR_709);
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@ -447,7 +383,10 @@ public:
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return;
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}
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auto nextDrawable = [m_MetalLayer nextDrawable];
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// Don't proceed with rendering if we don't have a drawable
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if (m_NextDrawable == nullptr) {
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return;
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}
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// Create Metal textures for the planes of the CVPixelBuffer
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std::array<CVMetalTextureRef, 2> textures;
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@ -487,7 +426,7 @@ public:
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// Prepare a render pass to render into the next drawable
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auto renderPassDescriptor = [MTLRenderPassDescriptor renderPassDescriptor];
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renderPassDescriptor.colorAttachments[0].texture = nextDrawable.texture;
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renderPassDescriptor.colorAttachments[0].texture = m_NextDrawable.texture;
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renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0.0, 0.0, 0.0, 0.0);
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renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
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@ -500,19 +439,33 @@ public:
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[renderEncoder setFragmentTexture:CVMetalTextureGetTexture(textures[i]) atIndex:i];
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}
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[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>) {
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// Free textures after completion of rendering per CVMetalTextureCache requirements
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for (const CVMetalTextureRef &tex : textures) {
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CFRelease(tex);
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}
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// Free textures after completion of rendering per CVMetalTextureCache requirements
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for (const CVMetalTextureRef &tex : textures) {
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CFRelease(tex);
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}
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}];
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[renderEncoder setFragmentBuffer:m_CscParamsBuffer offset:0 atIndex:0];
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[renderEncoder setVertexBuffer:m_VideoVertexBuffer offset:0 atIndex:0];
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[renderEncoder drawPrimitives:MTLPrimitiveTypeTriangleStrip vertexStart:0 vertexCount:4];
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[renderEncoder endEncoding];
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// Queue a completion callback on the drawable to pace our rendering
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SDL_LockMutex(m_PresentationMutex);
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m_PendingPresentationCount++;
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SDL_UnlockMutex(m_PresentationMutex);
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[m_NextDrawable addPresentedHandler:^(id<MTLDrawable>) {
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SDL_LockMutex(m_PresentationMutex);
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m_PendingPresentationCount--;
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SDL_CondSignal(m_PresentationCond);
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SDL_UnlockMutex(m_PresentationMutex);
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}];
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// Flip to the newly rendered buffer
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[commandBuffer presentDrawable: nextDrawable];
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[commandBuffer presentDrawable:m_NextDrawable];
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[commandBuffer commit];
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[m_NextDrawable release];
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m_NextDrawable = nullptr;
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}}
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bool checkDecoderCapabilities(PDECODER_PARAMETERS params) {
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@ -642,8 +595,9 @@ public:
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m_MetalLayer.wantsExtendedDynamicRangeContent = !!(params->videoFormat & VIDEO_FORMAT_MASK_10BIT);
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// Ideally, we don't actually want triple buffering due to increased
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// latency since our render time is very short. However, we *need* 3
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// drawables in order to hit the offloaded "direct" display path.
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// display latency, since our render time is very short. However, we
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// *need* 3 drawables in order to hit the offloaded "direct" display
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// path for our Metal layer.
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//
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// If we only use 2 drawables, we'll be stuck in the composited path
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// (particularly for windowed mode) and our latency will actually be
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@ -678,13 +632,6 @@ public:
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// Create a command queue for submission
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m_CommandQueue = [m_MetalLayer.device newCommandQueue];
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if (params->enableFramePacing) {
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if (!initializeVsyncCallback()) {
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return false;
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}
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}
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return true;
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}}
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@ -779,10 +726,8 @@ public:
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// We can always handle size changes
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unhandledStateFlags &= ~WINDOW_STATE_CHANGE_SIZE;
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// We can handle monitor changes as long as we are not pacing with a CVDisplayLink
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if (m_DisplayLink == nullptr) {
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unhandledStateFlags &= ~WINDOW_STATE_CHANGE_DISPLAY;
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}
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// We can handle monitor changes
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unhandledStateFlags &= ~WINDOW_STATE_CHANGE_DISPLAY;
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// If nothing is left, we handled everything
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return unhandledStateFlags == 0;
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@ -798,18 +743,19 @@ private:
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id<MTLRenderPipelineState> m_PipelineState;
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id<MTLLibrary> m_ShaderLibrary;
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id<MTLCommandQueue> m_CommandQueue;
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id<CAMetalDrawable> m_NextDrawable;
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SDL_MetalView m_MetalView;
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dispatch_block_t m_OverlayUpdateBlocks[Overlay::OverlayMax];
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NSTextField* m_OverlayTextFields[Overlay::OverlayMax];
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CVDisplayLinkRef m_DisplayLink;
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int m_LastColorSpace;
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bool m_LastFullRange;
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int m_LastFrameWidth;
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int m_LastFrameHeight;
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int m_LastDrawableWidth;
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int m_LastDrawableHeight;
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SDL_mutex* m_VsyncMutex;
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SDL_cond* m_VsyncPassed;
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SDL_mutex* m_PresentationMutex;
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SDL_cond* m_PresentationCond;
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int m_PendingPresentationCount;
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};
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IFFmpegRenderer* VTRendererFactory::createRenderer() {
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