mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-10 13:44:17 +00:00
Use presence of a frame after rendering rather than render time for frame dropping
This commit is contained in:
parent
f03d12b677
commit
ab4127f940
2 changed files with 14 additions and 44 deletions
|
@ -15,7 +15,6 @@
|
|||
#endif
|
||||
|
||||
#define PACING_HISTORY_ENTRIES 8
|
||||
#define RENDER_TIME_HISTORY_ENTRIES 20
|
||||
|
||||
// We may be woken up slightly late so don't go all the way
|
||||
// up to the next V-sync since we may accidentally step into
|
||||
|
@ -159,9 +158,6 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
|
|||
if (!m_PacingQueueNotEmpty.wait(&m_FrameQueueLock, timeUntilNextVsyncMillis - TIMER_SLACK_MS)) {
|
||||
// Wait timed out - unlock and bail
|
||||
m_FrameQueueLock.unlock();
|
||||
|
||||
// Nothing to render at this time. This counts as a drop.
|
||||
addRenderTimeToHistory(0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -210,43 +206,8 @@ bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
|
|||
return true;
|
||||
}
|
||||
|
||||
void Pacer::addRenderTimeToHistory(int renderTime)
|
||||
{
|
||||
if (m_RenderTimeHistory.count() == RENDER_TIME_HISTORY_ENTRIES) {
|
||||
m_RenderTimeHistory.dequeue();
|
||||
}
|
||||
|
||||
m_RenderTimeHistory.enqueue(renderTime);
|
||||
}
|
||||
|
||||
void Pacer::renderFrame(AVFrame* frame)
|
||||
{
|
||||
bool dropFrame = !m_RenderTimeHistory.isEmpty();
|
||||
|
||||
// If rendering consistently takes longer than an entire V-sync interval,
|
||||
// there must have been frames pending in the pipeline that are blocking us.
|
||||
// Drop our this frame to clear the backed up display pipeline.
|
||||
for (int renderTime : m_RenderTimeHistory) {
|
||||
if (renderTime < 1000 / m_DisplayFps) {
|
||||
dropFrame = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Drop this frame if we believe we've run into V-sync waits
|
||||
if (dropFrame) {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Render time (%d ms) consistently exceeded V-sync period; dropping frame to reduce latency",
|
||||
m_RenderTimeHistory[0]);
|
||||
|
||||
// Add 0 render time to history to account for the drop
|
||||
addRenderTimeToHistory(0);
|
||||
|
||||
m_VideoStats->pacerDroppedFrames++;
|
||||
av_frame_free(&frame);
|
||||
return;
|
||||
}
|
||||
|
||||
// Count time spent in Pacer's queues
|
||||
Uint32 beforeRender = SDL_GetTicks();
|
||||
m_VideoStats->totalPacerTime += beforeRender - frame->pts;
|
||||
|
@ -255,11 +216,23 @@ void Pacer::renderFrame(AVFrame* frame)
|
|||
m_VsyncRenderer->renderFrame(frame);
|
||||
Uint32 afterRender = SDL_GetTicks();
|
||||
|
||||
addRenderTimeToHistory(afterRender - beforeRender);
|
||||
|
||||
m_VideoStats->totalRenderTime += afterRender - beforeRender;
|
||||
m_VideoStats->renderedFrames++;
|
||||
av_frame_free(&frame);
|
||||
|
||||
// If a frame has arrived while rendering, our renderer probably
|
||||
// was blocked waiting on V-Sync. Drop a frame to allow the
|
||||
// queued frame to drain.
|
||||
m_FrameQueueLock.lock();
|
||||
if (!m_RenderQueue.isEmpty()) {
|
||||
frame = m_RenderQueue.dequeue();
|
||||
m_FrameQueueLock.unlock();
|
||||
m_VideoStats->pacerDroppedFrames++;
|
||||
av_frame_free(&frame);
|
||||
}
|
||||
else {
|
||||
m_FrameQueueLock.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
void Pacer::submitFrame(AVFrame* frame)
|
||||
|
|
|
@ -29,14 +29,11 @@ public:
|
|||
private:
|
||||
static int renderThread(void* context);
|
||||
|
||||
void addRenderTimeToHistory(int renderTime);
|
||||
|
||||
void renderFrame(AVFrame* frame);
|
||||
|
||||
QQueue<AVFrame*> m_RenderQueue;
|
||||
QQueue<AVFrame*> m_PacingQueue;
|
||||
QQueue<int> m_PacingQueueHistory;
|
||||
QQueue<int> m_RenderTimeHistory;
|
||||
QMutex m_FrameQueueLock;
|
||||
QWaitCondition m_RenderQueueNotEmpty;
|
||||
QWaitCondition m_PacingQueueNotEmpty;
|
||||
|
|
Loading…
Reference in a new issue