Implements a new render scheduling method, where we triple buffer when necessary. Enabled by default, improves FPS on underpowered devices. --------- Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
35 lines
929 B
C++
35 lines
929 B
C++
#pragma once
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#include "Monitor.hpp"
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#include <chrono>
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class CEGLSync;
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class CMonitorFrameScheduler {
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public:
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using hrc = std::chrono::high_resolution_clock;
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CMonitorFrameScheduler(PHLMONITOR m);
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CMonitorFrameScheduler(const CMonitorFrameScheduler&) = delete;
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CMonitorFrameScheduler(CMonitorFrameScheduler&&) = delete;
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CMonitorFrameScheduler& operator=(const CMonitorFrameScheduler&) = delete;
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CMonitorFrameScheduler& operator=(CMonitorFrameScheduler&&) = delete;
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void onSyncFired();
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void onPresented();
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void onFrame();
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private:
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bool canRender();
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void onFinishRender();
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bool m_renderAtFrame = true;
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bool m_pendingThird = false;
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hrc::time_point m_lastRenderBegun;
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PHLMONITORREF m_monitor;
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UP<CEGLSync> m_sync;
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};
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