steamcompmgr: Only allow one latent buffer when falling behind
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a1fa55c3a3
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70442294c0
1 changed files with 15 additions and 2 deletions
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@ -237,6 +237,9 @@ static const uint64_t g_uDynamicRefreshDelay = 600'000'000; // 600ms
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bool g_bFSRActive = false;
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int g_nAppBufferCount = 0;
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int g_nMaxAppBufferCount = 0;
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bool steamcompmgr_window_should_limit_fps( win *w )
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{
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return g_nSteamCompMgrTargetFPS != 0 && w && !w->isSteam && w->appID != 769 && !w->isOverlay && !w->isExternalOverlay;
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@ -245,14 +248,22 @@ bool steamcompmgr_window_should_limit_fps( win *w )
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void steamcompmgr_fpslimit_add_commit( std::shared_ptr<commit_t> commit )
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{
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std::unique_lock<std::mutex> lock(g_FrameLimitCommitsMutex);
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g_nAppBufferCount++;
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g_nMaxAppBufferCount = std::max( g_nMaxAppBufferCount, g_nAppBufferCount );
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g_FrameLimitCommits.push( commit );
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}
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void steamcompmgr_fpslimit_release_commit()
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{
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std::unique_lock<std::mutex> lock(g_FrameLimitCommitsMutex);
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if ( !g_FrameLimitCommits.empty() )
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g_FrameLimitCommits.pop();
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// Only allow 1 latent buffer -- essentially go to only "double
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// buffering" when we are falling behind.
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if ( g_nAppBufferCount >= g_nMaxAppBufferCount - 1 )
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{
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if ( !g_FrameLimitCommits.empty() )
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g_FrameLimitCommits.pop();
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g_nAppBufferCount--;
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}
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}
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@ -260,6 +271,8 @@ void steamcompmgr_fpslimit_release_all()
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{
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std::unique_lock<std::mutex> lock(g_FrameLimitCommitsMutex);
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g_FrameLimitCommits = std::queue< std::shared_ptr<commit_t> >();
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g_nAppBufferCount = 0;
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g_nMaxAppBufferCount = 0;
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}
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void steamcompmgr_set_target_fps( int nTarget )
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