On 05/11/2016 05:18 PM, Axel Davy wrote:
On 11/05/2016 23:08, Leo Liu wrote:
scrn->next_msc = ((int64_t)stamp - scrn->last_ust + scrn->ns_frame/2) /
+ scrn->ns_frame + scrn->last_msc;

Could you explain this calculation ?
ns_frame is the time for vsync in ns.
last_ust is time of last frame is finished presentation.
last_msc is msc of last frame is finished presentation.
stamp is player expected time for next frame to present.
and do the round up.

I think it may get issues if ns_frame is wrong. For example for some reason (app hidden for some frame, or monitor shut, or whatever), I think we could get two buffers getting complete event with same ust (one skipped, and one shown).

It works well very well so far for DRI2.

Thanks,
Leo

I think the calculation should be made more robust to issues with ns_frame. Perhaps do some temporal averaging of ns_frame and ignore outliers ?


Axel


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