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[client] minor logical order optimization of the render loop
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@ -226,31 +226,6 @@ int renderThread(void * unused)
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pollDelay = microtime() - pollStart - 100;
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}
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// sleep for the remainder of the presentation time
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if (frameCount > 0)
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{
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const uint64_t t = microtime();
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drawTime = t - drawStart;
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if (drawTime < presentTime)
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{
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const uint64_t delta = presentTime - drawTime;
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if (delta > 1000)
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usleep(delta - 1000);
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if (!params.vsync)
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{
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// poll for the final microsecond
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const uint64_t target = t + delta;
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while(microtime() <= target) {}
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}
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}
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// ensure buffers are flushed
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glFinish();
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}
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drawStart = microtime();
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// we must take a copy of the header, both to let the guest advance and to
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// prevent the contained arguments being abused to overflow buffers
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memcpy(&header, state.shm, sizeof(struct KVMFRHeader));
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@ -443,8 +418,31 @@ int renderThread(void * unused)
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SDL_RenderPresent(state.renderer);
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// sleep for the remainder of the presentation time
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{
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const uint64_t t = microtime();
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drawTime = t - drawStart;
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if (drawTime < presentTime)
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{
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const uint64_t delta = presentTime - drawTime;
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if (delta > 1000)
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usleep(delta - 1000);
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if (!params.vsync)
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{
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// poll for the final microsecond
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const uint64_t target = t + delta;
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while(microtime() <= target) {}
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}
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}
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// ensure buffers are flushed
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glFinish();
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drawStart = microtime();
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}
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++frameCount;
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uint64_t t = microtime();
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const uint64_t t = microtime();
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fpsTime += t - fpsStart;
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fpsStart = t;
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}
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