Refactor frame pacing from VT renderer into a separate class for sharing with other renderers
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@@ -0,0 +1,70 @@
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#include "pacer.h"
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#define FRAME_HISTORY_ENTRIES 8
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Pacer::Pacer() :
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m_FrameQueueLock(0)
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{
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}
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Pacer::~Pacer()
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{
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drain();
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}
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AVFrame* Pacer::getFrameAtVsync()
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{
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SDL_AtomicLock(&m_FrameQueueLock);
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int frameDropTarget;
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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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frameDropTarget = 1;
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for (int i = 0; i < m_FrameQueueHistory.count(); i++) {
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if (m_FrameQueueHistory[i] <= 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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}
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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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// 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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av_frame_free(&frame);
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}
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if (m_FrameQueue.isEmpty()) {
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SDL_AtomicUnlock(&m_FrameQueueLock);
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return nullptr;
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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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SDL_AtomicUnlock(&m_FrameQueueLock);
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return frame;
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}
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void Pacer::submitFrame(AVFrame* frame)
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{
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SDL_AtomicLock(&m_FrameQueueLock);
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m_FrameQueue.enqueue(frame);
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SDL_AtomicUnlock(&m_FrameQueueLock);
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}
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void Pacer::drain()
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{
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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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