mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-11-10 13:44:17 +00:00
Move DisplayLinkVsyncSource back into VTRenderer to reduce latency
This commit is contained in:
parent
bdbb03e16f
commit
c2b12868bb
5 changed files with 110 additions and 163 deletions
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@ -261,12 +261,10 @@ macx {
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message(VideoToolbox renderer selected)
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SOURCES += \
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streaming/video/ffmpeg-renderers/vt.mm \
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streaming/video/ffmpeg-renderers/pacer/displaylinkvsyncsource.mm
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streaming/video/ffmpeg-renderers/vt.mm
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HEADERS += \
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streaming/video/ffmpeg-renderers/vt.h \
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streaming/video/ffmpeg-renderers/pacer/displaylinkvsyncsource.h
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streaming/video/ffmpeg-renderers/vt.h
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}
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soundio {
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message(libsoundio audio renderer selected)
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@ -1,11 +0,0 @@
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#pragma once
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#include "pacer.h"
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class DisplayLinkVsyncSourceFactory
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{
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public:
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static
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IVsyncSource* createVsyncSource(Pacer* pacer);
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};
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@ -1,132 +0,0 @@
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#include "displaylinkvsyncsource.h"
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#include <SDL_syswm.h>
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#include <CoreVideo/CoreVideo.h>
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#import <Cocoa/Cocoa.h>
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class DisplayLinkVsyncSource : public IVsyncSource
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{
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public:
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DisplayLinkVsyncSource(Pacer* pacer)
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: m_Pacer(pacer),
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m_DisplayLink(nullptr)
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{
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}
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virtual ~DisplayLinkVsyncSource() override
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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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}
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}
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static
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CGDirectDisplayID
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getDisplayID(NSScreen* screen)
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{
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NSNumber* screenNumber = [screen deviceDescription][@"NSScreenNumber"];
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return [screenNumber unsignedIntValue];
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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<DisplayLinkVsyncSource*>(displayLinkContext);
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SDL_assert(displayLink == me->m_DisplayLink);
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// In my testing on macOS 10.13, this callback is invoked about 24 ms
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// prior to the specified v-sync time (now - vsyncTime). Since this is
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// greater than the standard v-sync interval (16 ms = 60 FPS), we will
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// draw using the current host time, rather than the actual v-sync target
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// time. Because the CVDisplayLink is in sync with the actual v-sync
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// interval, even if many ms prior, we can safely use the current host time
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// and get a consistent callback for each v-sync. This reduces video latency
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// by at least 1 frame vs. rendering with the actual vsyncTime.
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me->m_Pacer->vsyncCallback(500 / me->m_DisplayFps);
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return kCVReturnSuccess;
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}
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virtual bool initialize(SDL_Window* window, int displayFps) override
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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(window, &info)) {
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SDL_LogError(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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}
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SDL_assert(info.subsystem == SDL_SYSWM_COCOA);
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m_DisplayFps = displayFps;
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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;
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displayId = getDisplayID(screen);
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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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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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private:
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Pacer* m_Pacer;
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CVDisplayLinkRef m_DisplayLink;
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int m_DisplayFps;
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};
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IVsyncSource* DisplayLinkVsyncSourceFactory::createVsyncSource(Pacer* pacer) {
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return new DisplayLinkVsyncSource(pacer);
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}
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@ -3,10 +3,6 @@
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#include "nullthreadedvsyncsource.h"
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#ifdef Q_OS_DARWIN
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#include "displaylinkvsyncsource.h"
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#endif
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#ifdef Q_OS_WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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@ -230,9 +226,7 @@ bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
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"Frame pacing active: target %d Hz with %d FPS stream",
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m_DisplayFps, m_MaxVideoFps);
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#if defined(Q_OS_DARWIN)
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m_VsyncSource = DisplayLinkVsyncSourceFactory::createVsyncSource(this);
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#elif defined(Q_OS_WIN32)
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#if defined(Q_OS_WIN32)
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// Don't use D3DKMTWaitForVerticalBlankEvent() on Windows 7, because
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// it blocks during other concurrent DX operations (like actually rendering).
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if (IsWindows8OrGreater()) {
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@ -22,13 +22,24 @@ public:
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: m_HwContext(nullptr),
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m_DisplayLayer(nullptr),
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m_FormatDesc(nullptr),
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m_StreamView(nullptr)
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m_StreamView(nullptr),
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m_DisplayLink(nullptr)
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{
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SDL_zero(m_OverlayTextFields);
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}
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virtual ~VTRenderer() override
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{
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if (m_DisplayLink != nullptr) {
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// Wake up the renderer in case it is waiting for v-sync
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SDL_LockMutex(m_VsyncMutex);
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SDL_CondSignal(m_VsyncPassed);
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SDL_UnlockMutex(m_VsyncMutex);
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CVDisplayLinkStop(m_DisplayLink);
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CVDisplayLinkRelease(m_DisplayLink);
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}
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if (m_HwContext != nullptr) {
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av_buffer_unref(&m_HwContext);
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}
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@ -48,6 +59,85 @@ public:
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}
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}
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static
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CGDirectDisplayID
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getDisplayID(NSScreen* screen)
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{
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NSNumber* screenNumber = [screen deviceDescription][@"NSScreenNumber"];
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return [screenNumber unsignedIntValue];
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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(SDL_SysWMinfo* info)
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{
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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;
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displayId = getDisplayID(screen);
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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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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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m_VsyncMutex = SDL_CreateMutex();
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m_VsyncPassed = SDL_CreateCond();
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return true;
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}
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// Caller frees frame after we return
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virtual void renderFrame(AVFrame* frame) override
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{
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[m_DisplayLayer enqueueSampleBuffer:sampleBuffer];
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CFRelease(sampleBuffer);
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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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SDL_CondWait(m_VsyncPassed, m_VsyncMutex);
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SDL_UnlockMutex(m_VsyncMutex);
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}
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}
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virtual bool initialize(PDECODER_PARAMETERS params) override
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return false;
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}
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if (params->enableVsync) {
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if (!initializeVsyncCallback(&info)) {
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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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return true;
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}
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virtual IFFmpegRenderer::FramePacingConstraint getFramePacingConstraint() override
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{
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// This renderer is inherently tied to V-sync due how we're
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// rendering with AVSampleBufferDisplay layer. Running without
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// the V-Sync source leads to massive stuttering.
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return PACING_FORCE_ON;
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}
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private:
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AVBufferRef* m_HwContext;
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AVSampleBufferDisplayLayer* m_DisplayLayer;
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CMVideoFormatDescriptionRef m_FormatDesc;
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NSView* m_StreamView;
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NSTextField* m_OverlayTextFields[Overlay::OverlayMax];
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CVDisplayLinkRef m_DisplayLink;
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SDL_mutex* m_VsyncMutex;
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SDL_cond* m_VsyncPassed;
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};
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IFFmpegRenderer* VTRendererFactory::createRenderer() {
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