mirror of https://github.com/yshui/picom.git
![]() Use frame timing and render time statistic to pace frames. Right now the criteria are simple: * Don't render multiple frames in one vblank cycle. Otherwise the rendered frame will be delay multiple cycles, which isn't ideal. * Start rendering as late as possible while still hitting vblank. Refresh rate is estimated from a rolling average of frame timing. Render time is predicted from the rolling maximum of past 128 frames. The window size still needs to be investigated. Remove glFinish calls and GL_MaxFramesAllowed=1, frame pacing superseeds them. Professionals might laugh at how rudimentary this is, but hopefully this is better than what we had before. Which is absolutely nothing at all. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com> |
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blur.c | ||
egl.c | ||
egl.h | ||
gl_common.c | ||
gl_common.h | ||
glx.c | ||
glx.h | ||
shaders.c |