Use a callback to notify frame skip

A skipped frame is detected when the producer offers a frame while the
current pending frame has not been consumed.

However, the producer (in practice the decoder) is not interested in the
fact that a frame has been skipped, only the consumer (the renderer) is.

Therefore, notify frame skip via a consumer callback. This allows to
manage the skipped and rendered frames count at the same place, and
remove fps_counter from decoder.
This commit is contained in:
Romain Vimont
2021-02-23 19:59:43 +01:00
parent fb9f9848bd
commit cb9c42bdcb
6 changed files with 24 additions and 29 deletions

View File

@@ -204,6 +204,14 @@ on_frame_available(struct video_buffer *vb, void *userdata) {
SDL_PushEvent(&new_frame_event);
}
static void
on_frame_skipped(struct video_buffer *vb, void *userdata) {
(void) vb;
struct screen *screen = userdata;
fps_counter_add_skipped_frame(screen->fps_counter);
}
void
screen_init(struct screen *screen, struct video_buffer *vb,
struct fps_counter *fps_counter) {
@@ -213,9 +221,10 @@ screen_init(struct screen *screen, struct video_buffer *vb,
static const struct video_buffer_callbacks cbs = {
.on_frame_available = on_frame_available,
.on_frame_skipped = on_frame_skipped,
};
video_buffer_set_consumer_callbacks(vb, &cbs, NULL);
video_buffer_set_consumer_callbacks(vb, &cbs, screen);
}
static inline SDL_Texture *