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https://github.com/moonlight-stream/moonlight-qt.git
synced 2025-07-18 02:22:52 +00:00
Use a separate render thread even with a V-Sync source
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@ -8,10 +8,13 @@
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#endif
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#ifdef Q_OS_WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include <VersionHelpers.h>
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#include "dxvsyncsource.h"
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#endif
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#define FRAME_HISTORY_ENTRIES 8
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#define PACING_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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@ -42,13 +45,17 @@ Pacer::~Pacer()
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// Stop the render thread
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m_Stopping = true;
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if (m_RenderThread != nullptr) {
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m_FrameQueueNotEmpty.wakeAll();
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m_RenderQueueNotEmpty.wakeAll();
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SDL_WaitThread(m_RenderThread, nullptr);
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}
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// Delete any remaining unconsumed frames
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while (!m_FrameQueue.isEmpty()) {
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AVFrame* frame = m_FrameQueue.dequeue();
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while (!m_RenderQueue.isEmpty()) {
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AVFrame* frame = m_RenderQueue.dequeue();
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av_frame_free(&frame);
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}
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while (!m_PacingQueue.isEmpty()) {
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AVFrame* frame = m_PacingQueue.dequeue();
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av_frame_free(&frame);
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}
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}
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@ -63,8 +70,8 @@ int Pacer::renderThread(void* context)
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me->m_FrameQueueLock.lock();
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// Wait for a frame to be ready to render
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while (!me->m_Stopping && me->m_FrameQueue.isEmpty()) {
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me->m_FrameQueueNotEmpty.wait(&me->m_FrameQueueLock);
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while (!me->m_Stopping && me->m_RenderQueue.isEmpty()) {
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me->m_RenderQueueNotEmpty.wait(&me->m_FrameQueueLock);
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}
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if (me->m_Stopping) {
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@ -76,7 +83,7 @@ int Pacer::renderThread(void* context)
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// Dequeue the most recent frame for rendering and free the others.
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// NB: m_FrameQueueLock still held here!
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AVFrame* lastFrame = nullptr;
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while (!me->m_FrameQueue.isEmpty()) {
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while (!me->m_RenderQueue.isEmpty()) {
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if (lastFrame != nullptr) {
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// Don't hold the frame queue lock across av_frame_free(),
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// since it could need to talk to the GPU driver. This is safe
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@ -88,7 +95,7 @@ int Pacer::renderThread(void* context)
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me->m_FrameQueueLock.lock();
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}
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lastFrame = me->m_FrameQueue.dequeue();
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lastFrame = me->m_RenderQueue.dequeue();
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}
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// Release the frame queue lock before rendering
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@ -120,7 +127,7 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
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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 queueHistoryEntry : m_FrameQueueHistory) {
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for (int queueHistoryEntry : m_PacingQueueHistory) {
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if (queueHistoryEntry <= 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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@ -129,16 +136,16 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
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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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if (m_PacingQueueHistory.count() == PACING_HISTORY_ENTRIES) {
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m_PacingQueueHistory.dequeue();
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}
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m_FrameQueueHistory.enqueue(m_FrameQueue.count());
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m_PacingQueueHistory.enqueue(m_PacingQueue.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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while (m_PacingQueue.count() > frameDropTarget) {
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AVFrame* frame = m_PacingQueue.dequeue();
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// Drop the lock while we call av_frame_free()
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m_FrameQueueLock.unlock();
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@ -147,9 +154,9 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
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m_FrameQueueLock.lock();
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}
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if (m_FrameQueue.isEmpty()) {
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if (m_PacingQueue.isEmpty()) {
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// Wait for a frame to arrive or our V-sync timeout to expire
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if (!m_FrameQueueNotEmpty.wait(&m_FrameQueueLock, timeUntilNextVsyncMillis - TIMER_SLACK_MS)) {
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if (!m_PacingQueueNotEmpty.wait(&m_FrameQueueLock, timeUntilNextVsyncMillis - TIMER_SLACK_MS)) {
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// Wait timed out - unlock and bail
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m_FrameQueueLock.unlock();
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@ -159,11 +166,10 @@ void Pacer::vsyncCallback(int timeUntilNextVsyncMillis)
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}
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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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// Place the first frame on the render queue
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m_RenderQueue.enqueue(m_PacingQueue.dequeue());
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m_FrameQueueLock.unlock();
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renderFrame(frame);
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m_RenderQueueNotEmpty.wakeOne();
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}
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bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
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@ -179,7 +185,11 @@ bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
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#if defined(Q_OS_DARWIN)
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m_VsyncSource = DisplayLinkVsyncSourceFactory::createVsyncSource(this);
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#elif defined(Q_OS_WIN32)
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m_VsyncSource = new DxVsyncSource(this);
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// Don't use D3DKMTWaitForVerticalBlankEvent() on Windows 7, because
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// it blocks during other concurrent DX operations (like actually rendering).
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if (IsWindows8OrGreater()) {
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m_VsyncSource = new DxVsyncSource(this);
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}
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#else
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// Platforms without a VsyncSource will just render frames
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// immediately like they used to.
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@ -195,9 +205,7 @@ bool Pacer::initialize(SDL_Window* window, int maxVideoFps, bool enablePacing)
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m_DisplayFps, m_MaxVideoFps);
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}
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if (m_VsyncSource == nullptr) {
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m_RenderThread = SDL_CreateThread(Pacer::renderThread, "Pacer Render Thread", this);
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}
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m_RenderThread = SDL_CreateThread(Pacer::renderThread, "Pacer Render Thread", this);
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return true;
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}
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@ -261,7 +269,17 @@ void Pacer::submitFrame(AVFrame* frame)
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// Queue the frame and possibly wake up the render thread
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m_FrameQueueLock.lock();
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m_FrameQueue.enqueue(frame);
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if (m_VsyncSource != nullptr) {
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m_PacingQueue.enqueue(frame);
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}
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else {
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m_RenderQueue.enqueue(frame);
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}
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m_FrameQueueLock.unlock();
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m_FrameQueueNotEmpty.wakeOne();
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if (m_VsyncSource != nullptr) {
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m_PacingQueueNotEmpty.wakeOne();
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}
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else {
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m_RenderQueueNotEmpty.wakeOne();
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}
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}
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@ -33,11 +33,13 @@ private:
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void renderFrame(AVFrame* frame);
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QQueue<AVFrame*> m_FrameQueue;
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QQueue<int> m_FrameQueueHistory;
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QQueue<AVFrame*> m_RenderQueue;
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QQueue<AVFrame*> m_PacingQueue;
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QQueue<int> m_PacingQueueHistory;
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QQueue<int> m_RenderTimeHistory;
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QMutex m_FrameQueueLock;
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QWaitCondition m_FrameQueueNotEmpty;
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QWaitCondition m_RenderQueueNotEmpty;
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QWaitCondition m_PacingQueueNotEmpty;
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SDL_Thread* m_RenderThread;
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bool m_Stopping;
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