Pacing problems
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@@ -52,7 +52,7 @@ void OpenGLDeckLinkBridge::RecordFramePacing(BMDOutputFrameCompletionResult comp
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else if (completionResult == bmdOutputFrameFlushed)
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++mFlushedFrameCount;
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mRuntimeHost.SetFramePacingStats(
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mRuntimeHost.TrySetFramePacingStats(
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mCompletionIntervalMilliseconds,
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mSmoothedCompletionIntervalMilliseconds,
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mMaxCompletionIntervalMilliseconds,
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@@ -64,7 +64,7 @@ void OpenGLDeckLinkBridge::RecordFramePacing(BMDOutputFrameCompletionResult comp
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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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mRuntimeHost.SetSignalStatus(!hasNoInputSource, mDeckLink.InputFrameWidth(), mDeckLink.InputFrameHeight(), mDeckLink.InputDisplayModeName());
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mRuntimeHost.TrySetSignalStatus(!hasNoInputSource, mDeckLink.InputFrameWidth(), mDeckLink.InputFrameHeight(), mDeckLink.InputDisplayModeName());
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if (!mDeckLink.HasInputSource())
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return; // don't transfer texture when there's no input
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@@ -147,8 +147,8 @@ void OpenGLDeckLinkBridge::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedF
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const auto renderEndTime = std::chrono::steady_clock::now();
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const double frameBudgetMilliseconds = mDeckLink.FrameBudgetMilliseconds();
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const double renderMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(renderEndTime - renderStartTime).count();
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mRuntimeHost.SetPerformanceStats(frameBudgetMilliseconds, renderMilliseconds);
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mRuntimeHost.AdvanceFrame();
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mRuntimeHost.TrySetPerformanceStats(frameBudgetMilliseconds, renderMilliseconds);
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mRuntimeHost.TryAdvanceFrame();
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IDeckLinkVideoBuffer* outputVideoFrameBuffer;
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if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
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