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opengl: drop less frames when clip and display have similar fps
adds 1 vsync interval "slack" before deciding to drop the first frame. it should help on cases of timing jitter (sleep duration, container timestamps, compositor vsync timing, etc). once the drop threshold has been crossed, it will keep dropping until perfect timing alignment. this prevents crossing the drop threshold back and forth repeatedly and therefore more resilient to frame drops
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@ -605,7 +605,15 @@ static bool render_frame(struct vo *vo)
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if (!in->hasframe_rendered)
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duration = -1; // disable framedrop
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in->dropped_frame = duration >= 0 && end_time < next_vsync;
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// if the clip and display have similar/identical fps, it's possible that
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// we'll be very slightly late frequently due to timing jitter, or if the
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// clip/container timestamps are not very accurate.
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// so if we dropped the previous frame, keep dropping until we're aligned
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// perfectly, else, allow some slack (1 vsync) to let it settle into a rhythm.
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in->dropped_frame = duration >= 0 &&
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((in->dropped_frame && end_time < next_vsync) ||
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(end_time < prev_vsync)); // hard threshold - 1 vsync late
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in->dropped_frame &= !(vo->driver->caps & VO_CAP_FRAMEDROP);
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in->dropped_frame &= (vo->global->opts->frame_dropping & 1);
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// Even if we're hopelessly behind, rather degrade to 10 FPS playback,
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