45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "GenlockedCustomTimeStep.h"
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#include "Misc/App.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GenlockedCustomTimeStep)
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TAutoConsoleVariable<int32> UGenlockedCustomTimeStep::CVarExperimentalFieldFlipFix(
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TEXT("MediaIO.PreventFieldFlipping"), 1,
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TEXT("Whether to enable an interlace field flipping fix. (Experimental)"),
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ECVF_RenderThreadSafe);
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void UGenlockedCustomTimeStep::UpdateAppTimes(const double& TimeBeforeSync, const double& TimeAfterSync) const
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{
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// Use fixed delta time to update FApp times.
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double ActualDeltaTime;
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{
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// Multiply sync time by valid SyncCountDelta to know ActualDeltaTime
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if (IsLastSyncDataValid() && (GetLastSyncCountDelta() > 0))
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{
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ActualDeltaTime = GetLastSyncCountDelta() * GetSyncRate().AsInterval();
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}
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else
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{
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// optimistic default
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ActualDeltaTime = GetFixedFrameRate().AsInterval();
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}
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}
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FApp::SetCurrentTime(TimeAfterSync);
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FApp::SetIdleTime((TimeAfterSync - TimeBeforeSync) - (ActualDeltaTime - GetFixedFrameRate().AsInterval()));
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FApp::SetDeltaTime(ActualDeltaTime);
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}
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uint32 UGenlockedCustomTimeStep::GetExpectedSyncCountDelta() const
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{
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//Depending on format, sync count per frame will not be 1.
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//For example, PsF will have 2 sync counts
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const FFrameRate DeltaFrameRate = GetSyncRate() / GetFixedFrameRate();
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return FMath::RoundToInt32(DeltaFrameRate.AsDecimal());
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}
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