mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-16 14:22:28 +00:00
266 lines
7.9 KiB
C++
266 lines
7.9 KiB
C++
#include "pacer.h"
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#include "streaming/streamutils.h"
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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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#include "dxvsyncsource.h"
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#endif
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#define FRAME_HISTORY_ENTRIES 8
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#define RENDER_TIME_HISTORY_ENTRIES 8
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// We may be woken up slightly late so don't go all the way
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// up to the next V-sync since we may accidentally step into
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// the next V-sync period. It also takes some amount of time
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// to do the render itself, so we can't render right before
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// V-sync happens.
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#define TIMER_SLACK_MS 3
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Pacer::Pacer(IFFmpegRenderer* renderer, PVIDEO_STATS videoStats) :
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m_RenderThread(nullptr),
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m_Stopping(false),
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m_VsyncSource(nullptr),
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m_VsyncRenderer(renderer),
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m_MaxVideoFps(0),
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m_DisplayFps(0),
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m_VideoStats(videoStats)
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{
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}
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Pacer::~Pacer()
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{
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// Stop V-sync callbacks
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delete m_VsyncSource;
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m_VsyncSource = nullptr;
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// Stop the render thread
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m_Stopping = true;
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if (m_RenderThread != nullptr) {
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m_FrameQueueNotEmpty.wakeAll();
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SDL_WaitThread(m_RenderThread, nullptr);
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}
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// Delete any remaining unconsumed frames
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while (!m_FrameQueue.isEmpty()) {
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AVFrame* frame = m_FrameQueue.dequeue();
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av_frame_free(&frame);
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}
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}
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int Pacer::renderThread(void* context)
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{
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Pacer* me = reinterpret_cast<Pacer*>(context);
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while (!me->m_Stopping) {
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// Acquire the frame queue lock to protect the queue and
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// the not empty condition
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me->m_FrameQueueLock.lock();
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// Wait for a frame to be ready to render
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while (!me->m_Stopping && me->m_FrameQueue.isEmpty()) {
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me->m_FrameQueueNotEmpty.wait(&me->m_FrameQueueLock);
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}
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if (me->m_Stopping) {
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// Exit this thread
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me->m_FrameQueueLock.unlock();
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break;
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}
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// Dequeue the most recent frame for rendering and free the others.
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// NB: m_FrameQueueLock still held here!
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AVFrame* lastFrame = nullptr;
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while (!me->m_FrameQueue.isEmpty()) {
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if (lastFrame != nullptr) {
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// Don't hold the frame queue lock across av_frame_free(),
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// since it could need to talk to the GPU driver. This is safe
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// because we're guaranteed that the queue will not shrink during
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// this time (and so dequeue() below will always get something).
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me->m_FrameQueueLock.unlock();
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av_frame_free(&lastFrame);
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me->m_FrameQueueLock.lock();
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}
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lastFrame = me->m_FrameQueue.dequeue();
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}
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// Release the frame queue lock before rendering
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me->m_FrameQueueLock.unlock();
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// Render and free the mot current frame
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me->renderFrame(lastFrame);
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}
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return 0;
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}
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// Called in an arbitrary thread by the IVsyncSource on V-sync
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// or an event synchronized with V-sync
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void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
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{
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// Make sure initialize() has been called
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SDL_assert(m_MaxVideoFps != 0);
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SDL_assert(timeUntilNextVsyncMillis >= TIMER_SLACK_MS);
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m_FrameQueueLock.lock();
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// If the queue length history entries are large, be strict
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// about dropping excess frames.
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int frameDropTarget = 1;
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// If we may get more frames per second than we can display, use
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// frame history to drop frames only if consistently above the
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// one queued frame mark.
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if (m_MaxVideoFps >= m_DisplayFps) {
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for (int queueHistoryEntry : m_FrameQueueHistory) {
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if (queueHistoryEntry <= 1) {
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// Be lenient as long as the queue length
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// resolves before the end of frame history
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frameDropTarget = 3;
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break;
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}
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}
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if (m_FrameQueueHistory.count() == FRAME_HISTORY_ENTRIES) {
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m_FrameQueueHistory.dequeue();
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}
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m_FrameQueueHistory.enqueue(m_FrameQueue.count());
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}
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// Catch up if we're several frames ahead
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while (m_FrameQueue.count() > frameDropTarget) {
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AVFrame* frame = m_FrameQueue.dequeue();
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// Drop the lock while we call av_frame_free()
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m_FrameQueueLock.unlock();
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m_VideoStats->pacerDroppedFrames++;
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av_frame_free(&frame);
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m_FrameQueueLock.lock();
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}
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if (m_FrameQueue.isEmpty()) {
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// Wait for a frame to arrive or our V-sync timeout to expire
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if (!m_FrameQueueNotEmpty.wait(&m_FrameQueueLock, timeUntilNextVsyncMillis - TIMER_SLACK_MS)) {
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// Wait timed out - unlock and bail
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m_FrameQueueLock.unlock();
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// Nothing to render at this time. This counts as a drop.
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addRenderTimeToHistory(0);
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return;
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}
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}
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// Grab the first frame
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AVFrame* frame = m_FrameQueue.dequeue();
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m_FrameQueueLock.unlock();
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renderFrame(frame);
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}
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bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
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{
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m_MaxVideoFps = maxVideoFps;
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m_DisplayFps = StreamUtils::getDisplayRefreshRate(window);
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if (enablePacing) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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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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m_VsyncSource = new DxVsyncSource(this);
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#else
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// Platforms without a VsyncSource will just render frames
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// immediately like they used to.
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#endif
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if (m_VsyncSource != nullptr && !m_VsyncSource->initialize(window, m_DisplayFps)) {
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return false;
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}
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}
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else {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Frame pacing disabled: target %d Hz with %d FPS stream",
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m_DisplayFps, m_MaxVideoFps);
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}
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if (m_VsyncSource == nullptr) {
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m_RenderThread = SDL_CreateThread(Pacer::renderThread, "Pacer Render Thread", this);
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}
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return true;
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}
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void Pacer::addRenderTimeToHistory(int renderTime)
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{
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if (m_RenderTimeHistory.count() == RENDER_TIME_HISTORY_ENTRIES) {
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m_RenderTimeHistory.dequeue();
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}
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m_RenderTimeHistory.enqueue(renderTime);
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}
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void Pacer::renderFrame(AVFrame* frame)
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{
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bool dropFrame = !m_RenderTimeHistory.isEmpty();
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// If rendering consistently takes longer than an entire V-sync interval,
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// there must have been frames pending in the pipeline that are blocking us.
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// Drop our this frame to clear the backed up display pipeline.
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for (int renderTime : m_RenderTimeHistory) {
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if (renderTime <= 1000 / m_DisplayFps) {
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dropFrame = false;
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break;
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}
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}
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// Drop this frame if we believe we've run into V-sync waits
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if (dropFrame) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Render time (%d ms) consistently exceeded V-sync period; dropping frame to reduce latency",
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m_RenderTimeHistory[0]);
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// Add 0 render time to history to account for the drop
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addRenderTimeToHistory(0);
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m_VideoStats->pacerDroppedFrames++;
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av_frame_free(&frame);
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return;
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}
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// Count time spent in Pacer's queues
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Uint32 beforeRender = SDL_GetTicks();
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m_VideoStats->totalPacerTime += beforeRender - frame->pts;
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// Render it
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m_VsyncRenderer->renderFrameAtVsync(frame);
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Uint32 afterRender = SDL_GetTicks();
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addRenderTimeToHistory(afterRender - beforeRender);
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m_VideoStats->totalRenderTime += afterRender - beforeRender;
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m_VideoStats->renderedFrames++;
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av_frame_free(&frame);
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}
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void Pacer::submitFrame(AVFrame* frame)
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{
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// Make sure initialize() has been called
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SDL_assert(m_MaxVideoFps != 0);
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// Queue the frame and possibly wake up the render thread
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m_FrameQueueLock.lock();
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m_FrameQueue.enqueue(frame);
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m_FrameQueueLock.unlock();
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m_FrameQueueNotEmpty.wakeOne();
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}
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