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  • #91

Closed
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Opened Jul 02, 2020 by Ryan Pavlik@ryan.pavlikOwner

[RFE] PLL-style frame timing/pacing code

This is a popular and well-established technique, which appears to have some nice public documentation and an (Apache-2.0) implementation in the Android Game SDK's "swappy" frame pacing library. This library also contains the code needed to get this timing data from Android via Vulkan and OpenGL.

(PLL here meaning "phase-locked loop", a primarily-electronics concept for synchronizing to and synthesizing oscillations. Used here by analogy.)

Reference links:

  • https://developer.android.com/games/sdk/frame-pacing
  • Similar page on the OEM side of the Android site: https://source.android.com/devices/graphics/frame-pacing
  • https://developer.android.com/games/sdk/reference/frame-pacing
  • source for whole sdk: https://android.googlesource.com/platform/frameworks/opt/gamesdk/
    • https://android.googlesource.com/platform/frameworks/opt/gamesdk/+/refs/heads/master/src/swappy/
  • Another ref for using the "PLL" for frame timing: https://source.android.com/devices/graphics/implement-vsync#dispsync

cc @wallbraker

Edited Oct 30, 2020 by Jakob Bornecrantz
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Reference: monado/monado#91