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frame clock: Better handle non-regular clock cycles
We try to step the frame clock in whole refresh_interval steps, but to avoid drift and rounding issues we additionally try to converge it to be synced to the physical vblank (actually the time we get the frame-drawn message from the compositor, but these are tied together). However, the convergence to vsync only really makes sense if the new frame_time actually is tied to the vsync. It may very well be that some other kind of event (say a network or mouse event) triggered the redraw, and not a vsync presentation. We used to assume that all frames that are close in time (< 4 frames apart) were regular and thus tied to the vsync, but there is really no guarantee of that. Even non regular times could be rapid. This commit changes the code to only do the convergence-to-real-time if the cause of the clock cycle was a thaw (i.e. last frame drawn and animating). Paint cycles for any other kind of reason are always scheduled an integer number of frames after the last cycle that was caused by a thaw.
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@ -163,7 +163,7 @@ gdk_frame_clock_idle_dispose (GObject *object)
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static gint64
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compute_smooth_frame_time (GdkFrameClock *clock,
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gint64 new_frame_time,
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gboolean new_frame_time_is_regular,
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gboolean new_frame_time_is_vsync_related,
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gint64 smoothed_frame_time_base,
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gint64 frame_interval)
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{
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@ -205,13 +205,13 @@ compute_smooth_frame_time (GdkFrameClock *clock,
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* (current_error/frame_interval)*(current_error/frame_interval)*frame_interval
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* But this can be simplified as below.
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*
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* Note: We only do this correction if we're regularly animating (no
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* or low frame skip). If the last frame was a long time ago, or if
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* we're not doing this in the frame cycle this call was likely
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* triggered by an input event and new_frame_time is essentially
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* random and not tied to the presentation time.
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* Note: We only do this correction if the new frame is caused by a
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* thaw of the frame clock, so that we know the time is actually
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* related to the physical vblank. For frameclock cycles triggered
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* by other events we always step up in whole frames from the last
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* reported time.
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*/
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if (new_frame_time_is_regular)
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if (new_frame_time_is_vsync_related)
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{
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current_error = new_smoothed_time - new_frame_time;
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correction_magnitude = current_error * current_error / frame_interval; /* Note, this is always > 0 due to the square */
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@ -412,7 +412,6 @@ gdk_frame_clock_paint_idle (void *data)
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{
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gint64 frame_interval = FRAME_INTERVAL;
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GdkFrameTimings *prev_timings = gdk_frame_clock_get_current_timings (clock);
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gint64 old_frame_time = priv->frame_time;
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if (prev_timings && prev_timings->refresh_interval)
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frame_interval = prev_timings->refresh_interval;
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@ -427,11 +426,9 @@ gdk_frame_clock_paint_idle (void *data)
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}
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else
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{
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/* For long delays, cycle was probably caused by input event rather than animation */
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gboolean is_regular = priv->frame_time - old_frame_time < 4 * FRAME_INTERVAL;
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priv->smoothed_frame_time_base =
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compute_smooth_frame_time (clock, priv->frame_time,
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is_regular,
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priv->paint_is_thaw,
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priv->smoothed_frame_time_base,
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priv->smoothed_frame_time_period);
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priv->smoothed_frame_time_period = frame_interval;
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