mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2025-07-01 23:35:55 +00:00
Remove excess latency control logic from SDL renderer, since it doesn't appear to work very well anyway
This commit is contained in:
parent
c21ba5c808
commit
52ef84873e
@ -16,9 +16,4 @@ public:
|
||||
|
||||
private:
|
||||
SDL_AudioDeviceID m_AudioDevice;
|
||||
Uint32 m_ChannelCount;
|
||||
Uint32 m_PendingDrops;
|
||||
Uint32 m_PendingHardDrops;
|
||||
Uint32 m_SampleIndex;
|
||||
Uint32 m_BaselinePendingData;
|
||||
};
|
||||
|
@ -5,18 +5,8 @@
|
||||
|
||||
#include <QtGlobal>
|
||||
|
||||
#define MIN_QUEUED_FRAMES 2
|
||||
#define MAX_QUEUED_FRAMES 4
|
||||
#define STOP_THE_WORLD_LIMIT 20
|
||||
#define DROP_RATIO_DENOM 32
|
||||
|
||||
SdlAudioRenderer::SdlAudioRenderer()
|
||||
: m_AudioDevice(0),
|
||||
m_ChannelCount(0),
|
||||
m_PendingDrops(0),
|
||||
m_PendingHardDrops(0),
|
||||
m_SampleIndex(0),
|
||||
m_BaselinePendingData(0)
|
||||
: m_AudioDevice(0)
|
||||
{
|
||||
SDL_assert(!SDL_WasInit(SDL_INIT_AUDIO));
|
||||
if (SDL_InitSubSystem(SDL_INIT_AUDIO) != 0) {
|
||||
@ -61,27 +51,6 @@ bool SdlAudioRenderer::prepareForPlayback(const OPUS_MULTISTREAM_CONFIGURATION*
|
||||
have.samples,
|
||||
have.size);
|
||||
|
||||
// SDL counts pending samples in the queued
|
||||
// audio size using the WASAPI backend. This
|
||||
// includes silence, which can throw off our
|
||||
// pending data count. Get a baseline so we
|
||||
// can exclude that data.
|
||||
m_BaselinePendingData = 0;
|
||||
#ifdef Q_OS_WIN32
|
||||
for (int i = 0; i < 100; i++) {
|
||||
m_BaselinePendingData = qMax(m_BaselinePendingData, SDL_GetQueuedAudioSize(m_AudioDevice));
|
||||
SDL_Delay(10);
|
||||
}
|
||||
#endif
|
||||
m_BaselinePendingData *= 2;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Baseline pending audio data: %d bytes",
|
||||
m_BaselinePendingData);
|
||||
|
||||
m_ChannelCount = opusConfig->channelCount;
|
||||
m_SampleIndex = 0;
|
||||
m_PendingDrops = m_PendingHardDrops = 0;
|
||||
|
||||
// Start playback
|
||||
SDL_PauseAudioDevice(m_AudioDevice, 0);
|
||||
|
||||
@ -102,53 +71,6 @@ SdlAudioRenderer::~SdlAudioRenderer()
|
||||
|
||||
bool SdlAudioRenderer::submitAudio(short* audioBuffer, int audioSize)
|
||||
{
|
||||
m_SampleIndex++;
|
||||
|
||||
Uint32 queuedAudio = SDL_GetQueuedAudioSize(m_AudioDevice);
|
||||
if (queuedAudio > m_BaselinePendingData) {
|
||||
queuedAudio -= m_BaselinePendingData;
|
||||
}
|
||||
else {
|
||||
queuedAudio = 0;
|
||||
}
|
||||
|
||||
Uint32 framesQueued = queuedAudio / (SAMPLES_PER_FRAME * m_ChannelCount * sizeof(short));
|
||||
|
||||
// We must check this prior to the below checks to ensure we don't
|
||||
// underflow if framesQueued - m_PendingHardDrops < 0.
|
||||
if (framesQueued <= MIN_QUEUED_FRAMES) {
|
||||
m_PendingDrops = m_PendingHardDrops = 0;
|
||||
}
|
||||
// Pend enough drops to get us back to MIN_QUEUED_FRAMES, checking first
|
||||
// to ensure we don't underflow.
|
||||
else if (framesQueued > m_PendingHardDrops &&
|
||||
framesQueued - m_PendingHardDrops > STOP_THE_WORLD_LIMIT) {
|
||||
m_PendingHardDrops = framesQueued - MIN_QUEUED_FRAMES;
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Pending hard drop of %u audio frames",
|
||||
m_PendingHardDrops);
|
||||
}
|
||||
// If we're under the stop the world limit, we can drop samples
|
||||
// gracefully over the next little while.
|
||||
else if (framesQueued > m_PendingHardDrops + m_PendingDrops &&
|
||||
framesQueued - m_PendingHardDrops - m_PendingDrops > MAX_QUEUED_FRAMES) {
|
||||
m_PendingDrops = framesQueued - MIN_QUEUED_FRAMES;
|
||||
}
|
||||
|
||||
// Determine if this frame should be dropped
|
||||
if (m_PendingHardDrops != 0) {
|
||||
// Hard drops happen all at once to forcefully
|
||||
// resync with the source.
|
||||
m_PendingHardDrops--;
|
||||
return true;
|
||||
}
|
||||
else if (m_PendingDrops != 0 && m_SampleIndex % DROP_RATIO_DENOM == 0) {
|
||||
// Normal drops are interspersed with the audio data
|
||||
// to hide the glitches.
|
||||
m_PendingDrops--;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (SDL_QueueAudio(m_AudioDevice, audioBuffer, audioSize) < 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Failed to queue audio sample: %s",
|
||||
|
Loading…
x
Reference in New Issue
Block a user