Merge branch 'frame-clock-start-time' into 'master'

Tweaks to frame clock for better ties to vsync

See merge request GNOME/gtk!2043
This commit is contained in:
Matthias Clasen 2020-06-05 18:33:48 +00:00
commit ed1872f0a8

View File

@ -56,6 +56,7 @@ struct _GdkFrameClockIdlePrivate
GdkFrameClockPhase phase;
guint in_paint_idle : 1;
guint paint_is_thaw : 1;
#ifdef G_OS_WIN32
guint begin_period : 1;
#endif
@ -162,7 +163,7 @@ gdk_frame_clock_idle_dispose (GObject *object)
static gint64
compute_smooth_frame_time (GdkFrameClock *clock,
gint64 new_frame_time,
gboolean new_frame_time_is_regular,
gboolean new_frame_time_is_vsync_related,
gint64 smoothed_frame_time_base,
gint64 frame_interval)
{
@ -204,13 +205,13 @@ compute_smooth_frame_time (GdkFrameClock *clock,
* (current_error/frame_interval)*(current_error/frame_interval)*frame_interval
* But this can be simplified as below.
*
* Note: We only do this correction if we're regularly animating (no
* or low frame skip). If the last frame was a long time ago, or if
* we're not doing this in the frame cycle this call was likely
* triggered by an input event and new_frame_time is essentially
* random and not tied to the presentation time.
* Note: We only do this correction if the new frame is caused by a
* thaw of the frame clock, so that we know the time is actually
* related to the physical vblank. For frameclock cycles triggered
* by other events we always step up in whole frames from the last
* reported time.
*/
if (new_frame_time_is_regular)
if (new_frame_time_is_vsync_related)
{
current_error = new_smoothed_time - new_frame_time;
correction_magnitude = current_error * current_error / frame_interval; /* Note, this is always > 0 due to the square */
@ -275,7 +276,8 @@ gdk_frame_clock_idle_get_frame_time (GdkFrameClock *clock)
(priv)->updating_count > 0))
static void
maybe_start_idle (GdkFrameClockIdle *clock_idle)
maybe_start_idle (GdkFrameClockIdle *clock_idle,
gboolean caused_by_thaw)
{
GdkFrameClockIdlePrivate *priv = clock_idle->priv;
@ -303,6 +305,7 @@ maybe_start_idle (GdkFrameClockIdle *clock_idle)
if (!priv->in_paint_idle &&
priv->paint_idle_id == 0 && RUN_PAINT_IDLE (priv))
{
priv->paint_is_thaw = caused_by_thaw;
priv->paint_idle_id = g_timeout_add_full (GDK_PRIORITY_REDRAW,
min_interval,
gdk_frame_clock_paint_idle,
@ -409,7 +412,6 @@ gdk_frame_clock_paint_idle (void *data)
{
gint64 frame_interval = FRAME_INTERVAL;
GdkFrameTimings *prev_timings = gdk_frame_clock_get_current_timings (clock);
gint64 old_frame_time = priv->frame_time;
if (prev_timings && prev_timings->refresh_interval)
frame_interval = prev_timings->refresh_interval;
@ -424,11 +426,9 @@ gdk_frame_clock_paint_idle (void *data)
}
else
{
/* For long delays, cycle was probably caused by input event rather than animation */
gboolean is_regular = priv->frame_time - old_frame_time < 4 * FRAME_INTERVAL;
priv->smoothed_frame_time_base =
compute_smooth_frame_time (clock, priv->frame_time,
is_regular,
priv->paint_is_thaw,
priv->smoothed_frame_time_base,
priv->smoothed_frame_time_period);
priv->smoothed_frame_time_period = frame_interval;
@ -559,8 +559,8 @@ gdk_frame_clock_paint_idle (void *data)
if (priv->freeze_count == 0)
{
priv->min_next_frame_time = compute_min_next_frame_time (clock_idle,
priv->frame_time);
maybe_start_idle (clock_idle);
priv->smoothed_frame_time_base);
maybe_start_idle (clock_idle, FALSE);
}
if (priv->freeze_count == 0)
@ -580,7 +580,7 @@ gdk_frame_clock_idle_request_phase (GdkFrameClock *clock,
GdkFrameClockIdlePrivate *priv = clock_idle->priv;
priv->requested |= phase;
maybe_start_idle (clock_idle);
maybe_start_idle (clock_idle, FALSE);
}
static void
@ -599,7 +599,7 @@ gdk_frame_clock_idle_begin_updating (GdkFrameClock *clock)
#endif
priv->updating_count++;
maybe_start_idle (clock_idle);
maybe_start_idle (clock_idle, FALSE);
}
static void
@ -649,7 +649,7 @@ gdk_frame_clock_idle_thaw (GdkFrameClock *clock)
priv->freeze_count--;
if (priv->freeze_count == 0)
{
maybe_start_idle (clock_idle);
maybe_start_idle (clock_idle, TRUE);
/* If nothing is requested so we didn't start an idle, we need
* to skip to the end of the state chain, since the idle won't
* run and do it for us.