To minimize latency (at the cost of jitter), scrcpy always displays a
frame as soon as it available, without waiting.
However, when recording (--record), it still writes the captured
timestamps to the output file, so that the recorded file can be played
correctly without jitter.
Some real-time use cases might benefit from adding a small latency to
compensate for jitter too. For example, few tens of seconds of latency
for live-streaming are not important, but jitter is noticeable.
Therefore, implement a buffering mechanism (disabled by default) to add
a configurable latency delay.
PR #2417 <https://github.com/Genymobile/scrcpy/issues/2417>
Currently, a frame is available to the consumer as soon as it is pushed
by the producer (which can detect if the previous frame is skipped).
Notify the new frames (and frame skipped) via callbacks instead.
This paves the way to add (optional) buffering, which will introduce a
delay between the time when the frame is produced and the time it is
available to be consumed.
When removing the black borders (by double-clicking on them, or by
pressing MOD+w), the window is resized to fit the device screen, but its
top-left position was left unchanged.
Instead, move the window so that the new window area is at the center of
the old window area.
Refs #2387 <https://github.com/Genymobile/scrcpy/issues/2387>
It should not be necessary, since screen_render() is called just after
on SDL_WINDOWEVENT_EXPOSED, but in practice the window content might not
be correctly displayed on restored if a rotation occurred while
minimized.
Note that calling screen_render() twice in a row on
SDL_WINDOWEVENT_EXPOSED also "fixes" the issue.
The screen may not be destroyed immediately on close to avoid undefined
behavior, because it may still receive events from the decoder.
But the visual window must still be closed immediately.
The destruction order is important, but tricky, because the screen is
open/close by the decoder, but destroyed by scrcpy.c on the main thread.
Add assertions to guarantee that the screen is not destroyed before
being closed.
The video buffer is now an internal detail of the screen component.
Since the screen is plugged to the decoder via the frame sink trait, the
decoder does not access to the video buffer anymore.
The video buffer took ownership of the producer frame (so that it could
swap frames quickly).
In order to support multiple sinks plugged to the decoder, the decoded
frame must not be consumed by the display video buffer.
Therefore, move the producer and consumer frames out of the video
buffer, and use FFmpeg AVFrame refcounting to share ownership while
avoiding copies.
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.
Video buffer is a tool between a frame producer and a frame consumer.
For now, it is used between a decoder and a renderer, but in the future
another instance might be used to swscale decoded frames.
After the struct screen is initialized, the window, the renderer and the
texture are necessarily valid, so there is no need to check in
screen_destroy().
There were only two frames simultaneously:
- one used by the decoder;
- one used by the renderer.
When the decoder finished decoding a frame, it swapped it with the
rendering frame.
Adding a third frame provides several benefits:
- the decoder do not have to wait for the renderer to release the
mutex;
- it simplifies the video_buffer API;
- it makes the rendering frame valid until the next call to
video_buffer_take_rendering_frame(), which will be useful for
swscaling on window resize.
Touch events were HiDPI-scaled twice:
- once because the position (provided as floats between 0 and 1) were
converted in pixels using the drawable size (not the window size)
- once due to screen_convert_to_frame_coords()
One possible fix could be to compute the position in pixels from the
window size instead, but this would unnecessarily round the event
position to the nearest window coordinates (instead of drawable
coordinates).
Instead, expose two separate functions to convert to frame coordinates
from either window or drawable coordinates.
Fixes#1536 <https://github.com/Genymobile/scrcpy/issues/1536>
Refs #15 <https://github.com/Genymobile/scrcpy/issues/15>
Refs e40532a376
The header scrcpy.h is intended to be the "public" API. It should not
depend on other internal headers.
Therefore, declare all required structs in this header and adapt
internal code.
Trilinear filtering can currently only be enabled for OpenGL renderers.
Do not print a warning if the renderer is not OpenGL, as it can confuses
users, while nothing is wrong.
On macOS with renderer "metal", HiDPI scaling may be incorrect on
initialization when several displays are connected.
Resetting the window size fixes the problem.
Refs #15 <https://github.com/Genymobile/scrcpy/issues/15>
Position and scale the content "manually" instead of relying on the
renderer "logical size".
This avoids possible rounding differences between the computed window
size and the content size, causing one row or column of black pixels on
the bottom or on the right.
This also avoids HiDPI scale issues, by computing the scaling manually.
This will also enable to draw items at their expected size on the screen
(unscaled).
Fixes#15 <https://github.com/Genymobile/scrcpy/issues/15>