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authorwm4 <wm4@nowhere>2015-10-27 20:57:04 +0100
committerwm4 <wm4@nowhere>2015-10-27 20:57:04 +0100
commitf891b24cb53c7690fc822beabdaa7a011e5b418b (patch)
treec44f2ac80a2193effeef5f0457ccb0fae39d3eeb /player/screenshot.c
parent70aa3b04f8cdde164fbf3b9f0535cc4609b65453 (diff)
downloadmpv-f891b24cb53c7690fc822beabdaa7a011e5b418b.tar.bz2
mpv-f891b24cb53c7690fc822beabdaa7a011e5b418b.tar.xz
vo: kill non-working missed frame detection
This was not very reliable. In the normal vo_opengl case, this didn't deal well enough with vsync jitter. Vsync timings can jitter quite extremely, up to a whole vsync duration, in which case the "missed" frame counter keeps growing, even though nothing is wrong. This behavior also messes up the A/V difference calculation, but as long as it's within tolerance, it won't provoke extra frame dropping/repeating. Real misses are harder to detect, and I might add such detection later. In the vo_opengl_cb case, this was additionally broken due to the asynchronity between renderer and VO threads.
Diffstat (limited to 'player/screenshot.c')
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