#include <movit/util.h>
#include <movit/resource_pool.h> // Must be above the Xlib includes.
#include <pthread.h>
+#include <unistd.h>
#include <mutex>
#include "decklink_output.h"
#include "decklink_util.h"
#include "flags.h"
+#include "metrics.h"
#include "print_latency.h"
#include "timebase.h"
#include "v210_converter.h"
atomic<int64_t> metric_decklink_output_scheduled_samples{0};
+Summary metric_decklink_output_margin_seconds;
+
} // namespace
DeckLinkOutput::DeckLinkOutput(ResourcePool *resource_pool, QSurface *surface, unsigned width, unsigned height, unsigned card_index)
global_metrics.add("decklink_output_completed_frames", {{ "status", "unknown" }}, &metric_decklink_output_completed_frames_unknown);
global_metrics.add("decklink_output_scheduled_samples", &metric_decklink_output_scheduled_samples);
+ vector<double> quantiles{0.01, 0.1, 0.25, 0.5, 0.75, 0.9, 0.99};
+ metric_decklink_output_margin_seconds.init(quantiles, 60.0);
+ global_metrics.add("decklink_output_margin_seconds", &metric_decklink_output_margin_seconds);
});
}
last_frame_had_mode_mismatch = false;
}
- unique_ptr<Frame> frame = move(get_frame());
+ unique_ptr<Frame> frame = get_frame();
if (global_flags.ten_bit_output) {
chroma_subsampler->create_v210(y_tex, cbcr_tex, width, height, frame->uyvy_tex);
} else {
*frame_timestamp = steady_clock::now() +
nanoseconds((target_time - stream_frame_time) * 1000000000 / TIMEBASE);
+ metric_decklink_output_margin_seconds.count_event(
+ (target_time - stream_frame_time) / double(TIMEBASE));
+
// If we're ahead of time, wait for the frame to (approximately) start.
if (stream_frame_time < target_time) {
should_quit.sleep_until(*frame_timestamp);
++metric_decklink_output_inflight_frames;
}
- glClientWaitSync(frame->fence.get(), /*flags=*/0, GL_TIMEOUT_IGNORED);
+ for ( ;; ) {
+ int err = glClientWaitSync(frame->fence.get(), /*flags=*/0, 0);
+ if (err == GL_TIMEOUT_EXPIRED) {
+ // NVIDIA likes to busy-wait; yield instead.
+ this_thread::sleep_for(milliseconds(1));
+ } else {
+ break;
+ }
+ }
check_error();
frame->fence.reset();