stutter fix
This commit is contained in:
@@ -30,6 +30,37 @@ OpenGLDeckLinkBridge::OpenGLDeckLinkBridge(
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{
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}
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void OpenGLDeckLinkBridge::RecordFramePacing(BMDOutputFrameCompletionResult completionResult)
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{
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const auto now = std::chrono::steady_clock::now();
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if (mLastPlayoutCompletionTime != std::chrono::steady_clock::time_point())
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{
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mCompletionIntervalMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(now - mLastPlayoutCompletionTime).count();
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if (mSmoothedCompletionIntervalMilliseconds <= 0.0)
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mSmoothedCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
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else
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mSmoothedCompletionIntervalMilliseconds = mSmoothedCompletionIntervalMilliseconds * 0.9 + mCompletionIntervalMilliseconds * 0.1;
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if (mCompletionIntervalMilliseconds > mMaxCompletionIntervalMilliseconds)
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mMaxCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
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}
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mLastPlayoutCompletionTime = now;
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if (completionResult == bmdOutputFrameDisplayedLate)
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++mLateFrameCount;
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else if (completionResult == bmdOutputFrameDropped)
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++mDroppedFrameCount;
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else if (completionResult == bmdOutputFrameFlushed)
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++mFlushedFrameCount;
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mRuntimeHost.SetFramePacingStats(
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mCompletionIntervalMilliseconds,
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mSmoothedCompletionIntervalMilliseconds,
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mMaxCompletionIntervalMilliseconds,
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mLateFrameCount,
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mDroppedFrameCount,
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mFlushedFrameCount);
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}
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void OpenGLDeckLinkBridge::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource)
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{
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mDeckLink.SetInputSourceMissing(hasNoInputSource);
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@@ -90,6 +121,8 @@ void OpenGLDeckLinkBridge::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedF
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{
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(void)completedFrame;
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RecordFramePacing(completionResult);
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EnterCriticalSection(&mMutex);
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// Get the first frame from the queue
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@@ -120,6 +153,7 @@ void OpenGLDeckLinkBridge::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedF
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IDeckLinkVideoBuffer* outputVideoFrameBuffer;
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if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
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{
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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return;
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}
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@@ -127,6 +161,7 @@ void OpenGLDeckLinkBridge::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedF
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if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
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{
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outputVideoFrameBuffer->Release();
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wglMakeCurrent(NULL, NULL);
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LeaveCriticalSection(&mMutex);
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return;
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}
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@@ -136,10 +171,6 @@ void OpenGLDeckLinkBridge::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedF
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if (mRenderer.FastTransferAvailable())
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{
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// Finished sampling the capture texture for this frame.
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if (mDeckLink.HasInputSource())
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VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::CPUtoGPU);
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if (!mDeckLink.TransferPlayoutFrame(pFrame, mRenderer.OutputTexture()))
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OutputDebugStringA("Playback: transferFrame() failed\n");
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@@ -4,7 +4,9 @@
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#include <windows.h>
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#include <chrono>
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#include <functional>
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#include <cstdint>
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class DeckLinkSession;
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class OpenGLRenderer;
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@@ -30,6 +32,8 @@ public:
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void PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult);
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private:
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void RecordFramePacing(BMDOutputFrameCompletionResult completionResult);
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DeckLinkSession& mDeckLink;
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OpenGLRenderer& mRenderer;
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RuntimeHost& mRuntimeHost;
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@@ -38,4 +42,11 @@ private:
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HGLRC mHglrc;
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RenderEffectCallback mRenderEffect;
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PaintCallback mPaint;
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std::chrono::steady_clock::time_point mLastPlayoutCompletionTime;
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double mCompletionIntervalMilliseconds = 0.0;
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double mSmoothedCompletionIntervalMilliseconds = 0.0;
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double mMaxCompletionIntervalMilliseconds = 0.0;
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uint64_t mLateFrameCount = 0;
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uint64_t mDroppedFrameCount = 0;
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uint64_t mFlushedFrameCount = 0;
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};
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@@ -680,6 +680,12 @@ RuntimeHost::RuntimeHost()
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mFrameBudgetMilliseconds(0.0),
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mRenderMilliseconds(0.0),
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mSmoothedRenderMilliseconds(0.0),
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mCompletionIntervalMilliseconds(0.0),
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mSmoothedCompletionIntervalMilliseconds(0.0),
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mMaxCompletionIntervalMilliseconds(0.0),
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mLateFrameCount(0),
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mDroppedFrameCount(0),
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mFlushedFrameCount(0),
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mServerPort(8080),
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mAutoReloadEnabled(true),
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mStartTime(std::chrono::steady_clock::now()),
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@@ -1179,6 +1185,18 @@ void RuntimeHost::SetPerformanceStats(double frameBudgetMilliseconds, double ren
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mSmoothedRenderMilliseconds = mSmoothedRenderMilliseconds * 0.9 + mRenderMilliseconds * 0.1;
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}
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void RuntimeHost::SetFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
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double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount)
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{
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std::lock_guard<std::mutex> lock(mMutex);
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mCompletionIntervalMilliseconds = std::max(completionIntervalMilliseconds, 0.0);
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mSmoothedCompletionIntervalMilliseconds = std::max(smoothedCompletionIntervalMilliseconds, 0.0);
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mMaxCompletionIntervalMilliseconds = std::max(maxCompletionIntervalMilliseconds, 0.0);
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mLateFrameCount = lateFrameCount;
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mDroppedFrameCount = droppedFrameCount;
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mFlushedFrameCount = flushedFrameCount;
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}
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void RuntimeHost::AdvanceFrame()
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{
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std::lock_guard<std::mutex> lock(mMutex);
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@@ -1749,6 +1767,12 @@ JsonValue RuntimeHost::BuildStateValue() const
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performance.set("renderMs", JsonValue(mRenderMilliseconds));
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performance.set("smoothedRenderMs", JsonValue(mSmoothedRenderMilliseconds));
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performance.set("budgetUsedPercent", JsonValue(mFrameBudgetMilliseconds > 0.0 ? (mSmoothedRenderMilliseconds / mFrameBudgetMilliseconds) * 100.0 : 0.0));
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performance.set("completionIntervalMs", JsonValue(mCompletionIntervalMilliseconds));
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performance.set("smoothedCompletionIntervalMs", JsonValue(mSmoothedCompletionIntervalMilliseconds));
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performance.set("maxCompletionIntervalMs", JsonValue(mMaxCompletionIntervalMilliseconds));
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performance.set("lateFrameCount", JsonValue(static_cast<double>(mLateFrameCount)));
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performance.set("droppedFrameCount", JsonValue(static_cast<double>(mDroppedFrameCount)));
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performance.set("flushedFrameCount", JsonValue(static_cast<double>(mFlushedFrameCount)));
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root.set("performance", performance);
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JsonValue shaderLibrary = JsonValue::MakeArray();
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@@ -38,6 +38,8 @@ public:
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void SetDeckLinkOutputStatus(const std::string& modelName, bool supportsInternalKeying, bool supportsExternalKeying,
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bool keyerInterfaceAvailable, bool externalKeyingRequested, bool externalKeyingActive, const std::string& statusMessage);
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void SetPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds);
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void SetFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
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double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
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void AdvanceFrame();
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bool BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error);
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@@ -148,6 +150,12 @@ private:
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double mFrameBudgetMilliseconds;
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double mRenderMilliseconds;
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double mSmoothedRenderMilliseconds;
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double mCompletionIntervalMilliseconds;
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double mSmoothedCompletionIntervalMilliseconds;
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double mMaxCompletionIntervalMilliseconds;
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uint64_t mLateFrameCount;
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uint64_t mDroppedFrameCount;
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uint64_t mFlushedFrameCount;
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DeckLinkOutputStatus mDeckLinkOutputStatus;
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unsigned short mServerPort;
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bool mAutoReloadEnabled;
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