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https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-04-10 17:56:26 +00:00
Adjust thread priorities based on recent refactoring
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@@ -1007,14 +1007,6 @@ void Session::exec(int displayOriginX, int displayOriginY)
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// sleep precision and more accurate callback timing.
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SDL_SetHint(SDL_HINT_TIMER_RESOLUTION, "1");
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// Raise the priority of the main thread, since it handles
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// time-sensitive video rendering
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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 main thread to high priority: %s",
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SDL_GetError());
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}
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int currentDisplayIndex = SDL_GetWindowDisplayIndex(m_Window);
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// Now that we're about to stream, any SDL_QUIT event is expected
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@@ -76,7 +76,11 @@ int DxVsyncSource::vsyncThread(void* context)
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{
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DxVsyncSource* me = reinterpret_cast<DxVsyncSource*>(context);
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_TIME_CRITICAL);
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#else
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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#endif
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D3DKMT_OPENADAPTERFROMHDC openAdapterParams = {};
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HMONITOR lastMonitor = nullptr;
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@@ -33,7 +33,11 @@ int NullThreadedVsyncSource::vsyncThread(void* context)
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{
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NullThreadedVsyncSource* me = reinterpret_cast<NullThreadedVsyncSource*>(context);
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_TIME_CRITICAL);
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#else
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SDL_SetThreadPriority(SDL_THREAD_PRIORITY_HIGH);
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#endif;
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while (SDL_AtomicGet(&me->m_Stopping) == 0) {
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me->m_Pacer->vsyncCallback(1000 / me->m_DisplayFps);
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@@ -65,6 +65,12 @@ 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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// Acquire the frame queue lock to protect the queue and
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// the not empty condition
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