mirror of
https://github.com/moonlight-stream/moonlight-qt
synced 2024-12-25 02:23:14 +00:00
330 lines
9.7 KiB
C++
330 lines
9.7 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_WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include <VersionHelpers.h>
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#include "dxvsyncsource.h"
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#endif
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// Limit the number of queued frames to prevent excessive memory consumption
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// if the V-Sync source or renderer is blocked for a while.
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#define MAX_QUEUED_FRAMES 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_RenderQueueNotEmpty.wakeAll();
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SDL_WaitThread(m_RenderThread, nullptr);
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}
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else {
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// Notify the renderer that it is being destroyed soon
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// NB: This must happen on the same thread that calls renderFrame().
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m_VsyncRenderer->cleanupRenderContext();
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}
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// Delete any remaining unconsumed frames
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while (!m_RenderQueue.isEmpty()) {
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AVFrame* frame = m_RenderQueue.dequeue();
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av_frame_free(&frame);
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}
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while (!m_PacingQueue.isEmpty()) {
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AVFrame* frame = m_PacingQueue.dequeue();
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av_frame_free(&frame);
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}
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}
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void Pacer::renderOnMainThread()
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{
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// Ignore this call for renderers that work on a dedicated render thread
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if (m_RenderThread != nullptr) {
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return;
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}
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m_FrameQueueLock.lock();
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if (!m_RenderQueue.isEmpty()) {
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AVFrame* frame = m_RenderQueue.dequeue();
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m_FrameQueueLock.unlock();
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renderFrame(frame);
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}
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else {
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m_FrameQueueLock.unlock();
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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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if (SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH) < 0) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION,
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"Unable to set render thread to high priority: %s",
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SDL_GetError());
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}
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while (!me->m_Stopping) {
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// Wait for the renderer to be ready for the next frame
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me->m_VsyncRenderer->waitToRender();
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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_RenderQueue.isEmpty()) {
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me->m_RenderQueueNotEmpty.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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AVFrame* frame = me->m_RenderQueue.dequeue();
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me->m_FrameQueueLock.unlock();
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me->renderFrame(frame);
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}
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// Notify the renderer that it is being destroyed soon
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// NB: This must happen on the same thread that calls renderFrame().
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me->m_VsyncRenderer->cleanupRenderContext();
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return 0;
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}
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void Pacer::enqueueFrameForRenderingAndUnlock(AVFrame *frame)
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{
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dropFrameForEnqueue(m_RenderQueue);
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m_RenderQueue.enqueue(frame);
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m_FrameQueueLock.unlock();
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if (m_RenderThread != nullptr) {
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m_RenderQueueNotEmpty.wakeOne();
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}
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else {
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SDL_Event event;
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// For main thread rendering, we'll push an event to trigger a callback
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event.type = SDL_USEREVENT;
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event.user.code = SDL_CODE_FRAME_READY;
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SDL_PushEvent(&event);
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}
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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_PacingQueueHistory) {
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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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// Keep a rolling 500 ms window of pacing queue history
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if (m_PacingQueueHistory.count() == m_DisplayFps / 2) {
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m_PacingQueueHistory.dequeue();
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}
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m_PacingQueueHistory.enqueue(m_PacingQueue.count());
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}
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// Catch up if we're several frames ahead
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while (m_PacingQueue.count() > frameDropTarget) {
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AVFrame* frame = m_PacingQueue.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_PacingQueue.isEmpty()) {
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// Wait for a frame to arrive or our V-sync timeout to expire
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if (!m_PacingQueueNotEmpty.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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return;
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}
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}
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// Place the first frame on the render queue
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enqueueFrameForRenderingAndUnlock(m_PacingQueue.dequeue());
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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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m_RendererAttributes = m_VsyncRenderer->getRendererAttributes();
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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_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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m_VsyncSource = new DxVsyncSource(this);
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}
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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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SDL_assert(m_VsyncSource != nullptr || !(m_RendererAttributes & RENDERER_ATTRIBUTE_FORCE_PACING));
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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_VsyncRenderer->isRenderThreadSupported()) {
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m_RenderThread = SDL_CreateThread(Pacer::renderThread, "PacerRender", this);
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}
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return true;
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}
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void Pacer::renderFrame(AVFrame* frame)
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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->pkt_dts;
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// Render it
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m_VsyncRenderer->renderFrame(frame);
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Uint32 afterRender = SDL_GetTicks();
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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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// Drop frames if we have too many queued up for a while
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m_FrameQueueLock.lock();
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int frameDropTarget;
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if (m_RendererAttributes & RENDERER_ATTRIBUTE_NO_BUFFERING) {
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// Renderers that don't buffer any frames but don't support waitToRender() need us to buffer
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// an extra frame to ensure they don't starve while waiting to present.
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frameDropTarget = 1;
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}
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else {
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frameDropTarget = 0;
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for (int queueHistoryEntry : m_RenderQueueHistory) {
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if (queueHistoryEntry == 0) {
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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 = 2;
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break;
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}
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}
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// Keep a rolling 500 ms window of render queue history
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if (m_RenderQueueHistory.count() == m_MaxVideoFps / 2) {
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m_RenderQueueHistory.dequeue();
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}
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m_RenderQueueHistory.enqueue(m_RenderQueue.count());
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}
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// Catch up if we're several frames ahead
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while (m_RenderQueue.count() > frameDropTarget) {
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AVFrame* frame = m_RenderQueue.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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m_FrameQueueLock.unlock();
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}
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void Pacer::dropFrameForEnqueue(QQueue<AVFrame*>& queue)
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{
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SDL_assert(queue.size() <= MAX_QUEUED_FRAMES);
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if (queue.size() == MAX_QUEUED_FRAMES) {
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AVFrame* frame = queue.dequeue();
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av_frame_free(&frame);
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}
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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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if (m_VsyncSource != nullptr) {
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dropFrameForEnqueue(m_PacingQueue);
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m_PacingQueue.enqueue(frame);
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m_FrameQueueLock.unlock();
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m_PacingQueueNotEmpty.wakeOne();
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}
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else {
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enqueueFrameForRenderingAndUnlock(frame);
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}
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}
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