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Improve long render time logic
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@@ -12,7 +12,7 @@
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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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#define RENDER_TIME_HISTORY_ENTRIES 20
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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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@@ -218,7 +218,7 @@ void Pacer::renderFrame(AVFrame* frame)
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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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if (renderTime < 1000 / m_DisplayFps) {
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dropFrame = false;
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break;
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}
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