mirror of
https://github.com/moonlight-stream/moonlight-qt.git
synced 2026-06-18 06:30:55 +00:00
Move the Vsync logic from VTRenderer into a VsyncSource
This commit is contained in:
@@ -0,0 +1,48 @@
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#include "displaylinkvsyncsource.h"
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DisplayLinkVsyncSource::DisplayLinkVsyncSource(Pacer* pacer)
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: m_Pacer(pacer),
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m_DisplayLink(nullptr)
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{
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}
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DisplayLinkVsyncSource::~DisplayLinkVsyncSource()
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{
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if (m_DisplayLink != nullptr) {
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CVDisplayLinkStop(m_DisplayLink);
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CVDisplayLinkRelease(m_DisplayLink);
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}
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}
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CVReturn
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DisplayLinkVsyncSource::displayLinkOutputCallback(
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CVDisplayLinkRef,
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const CVTimeStamp* /* now */,
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const CVTimeStamp* /* vsyncTime */,
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CVOptionFlags,
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CVOptionFlags*,
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void *displayLinkContext)
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{
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auto me = reinterpret_cast<DisplayLinkVsyncSource*>(displayLinkContext);
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// In my testing on macOS 10.13, this callback is invoked about 24 ms
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// prior to the specified v-sync time (now - vsyncTime). Since this is
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// greater than the standard v-sync interval (16 ms = 60 FPS), we will
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// draw using the current host time, rather than the actual v-sync target
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// time. Because the CVDisplayLink is in sync with the actual v-sync
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// interval, even if many ms prior, we can safely use the current host time
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// and get a consistent callback for each v-sync. This reduces video latency
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// by at least 1 frame vs. rendering with the actual vsyncTime.
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me->m_Pacer->vsyncCallback();
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return kCVReturnSuccess;
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}
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bool DisplayLinkVsyncSource::initialize(SDL_Window*)
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{
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CVDisplayLinkCreateWithActiveCGDisplays(&m_DisplayLink);
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CVDisplayLinkSetOutputCallback(m_DisplayLink, displayLinkOutputCallback, this);
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CVDisplayLinkStart(m_DisplayLink);
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return true;
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}
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@@ -0,0 +1,30 @@
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#pragma once
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#include <CoreVideo/CoreVideo.h>
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#include "pacer.h"
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class DisplayLinkVsyncSource : public IVsyncSource
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{
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public:
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DisplayLinkVsyncSource(Pacer* pacer);
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virtual ~DisplayLinkVsyncSource();
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virtual bool initialize(SDL_Window* window);
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private:
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static
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CVReturn
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displayLinkOutputCallback(
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CVDisplayLinkRef,
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const CVTimeStamp* now,
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const CVTimeStamp* /* vsyncTime */,
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CVOptionFlags,
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CVOptionFlags*,
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void *displayLinkContext);
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Pacer* m_Pacer;
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CVDisplayLinkRef m_DisplayLink;
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};
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@@ -0,0 +1,133 @@
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#include "pacer.h"
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#ifdef Q_OS_DARWIN
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#include "displaylinkvsyncsource.h"
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#endif
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#define FRAME_HISTORY_ENTRIES 8
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Pacer::Pacer(IVsyncRenderer* renderer) :
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m_FrameQueueLock(0),
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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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{
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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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drain();
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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()
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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_AtomicLock(&m_FrameQueueLock);
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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 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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break;
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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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}
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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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// Nothing to render at this time
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return;
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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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// Render it
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m_VsyncRenderer->renderFrameAtVsync(frame);
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// Free the frame
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av_frame_free(&frame);
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}
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bool Pacer::initialize(SDL_Window* window, int maxVideoFps)
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{
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m_MaxVideoFps = maxVideoFps;
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int displayIndex = SDL_GetWindowDisplayIndex(window);
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if (displayIndex < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to get current display: %s",
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SDL_GetError());
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// Assume display 0 if it fails
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displayIndex = 0;
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}
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SDL_DisplayMode mode;
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if (SDL_GetCurrentDisplayMode(displayIndex, &mode) == 0) {
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// May be zero if undefined
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m_DisplayFps = mode.refresh_rate;
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION,
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"Frame pacing: target %d Hz with %d FPS stream",
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m_DisplayFps, m_MaxVideoFps);
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#ifdef Q_OS_DARWIN
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m_VsyncSource = new DisplayLinkVsyncSource(this);
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#else
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SDL_assert(false);
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#endif
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return m_VsyncSource->initialize(window);
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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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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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@@ -0,0 +1,45 @@
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#pragma once
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#include "../renderer.h"
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#include <QQueue>
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class Pacer;
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class IVsyncRenderer {
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public:
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virtual ~IVsyncRenderer() {}
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virtual void renderFrameAtVsync(AVFrame* frame) = 0;
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};
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class IVsyncSource {
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public:
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virtual ~IVsyncSource() {}
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virtual bool initialize(SDL_Window* window) = 0;
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};
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class Pacer
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{
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public:
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Pacer(IVsyncRenderer* renderer);
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~Pacer();
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void submitFrame(AVFrame* frame);
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bool initialize(SDL_Window* window, int maxVideoFps);
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void vsyncCallback();
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void drain();
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private:
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QQueue<AVFrame*> m_FrameQueue;
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QQueue<int> m_FrameQueueHistory;
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SDL_SpinLock m_FrameQueueLock;
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IVsyncSource* m_VsyncSource;
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IVsyncRenderer* m_VsyncRenderer;
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int m_MaxVideoFps;
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int m_DisplayFps;
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};
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