AnyPS5/core/libs/prx/libSceVideoOut/include
Mohd Faour 96890dee37 fix(videoout): wait for flips with the high-resolution condition on Windows
The flip queue's condition variable went through winpthreads, whose
timed waits end on GetTickCount64 steps: the present thread's 10 ms poll
for SDL events and the pad, taken while no flip is queued, ended 11 to
24 ms later on Windows, and WaitForFlipRoom's 60 s bound had the same
granularity. Use TimedWait::Condition, which waits on an event and a
high-resolution timer, so the poll ends at 10 ms and a submitted flip
still wakes the present thread at once.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-11 11:19:05 +02:00
..
Buffer.hpp feat(sceVideoOut): video out functions impl (wip) 2026-09-12 11:02:17 +03:00
BufferReuseTracker.hpp feat(video): track ordered buffer reuse reservations 2026-09-25 07:13:15 +10:00
DisplayWindow.hpp fix(videoout): drop __stdcall from the window procedure 2026-09-26 11:15:16 +02:00
Event.hpp feat(videoout): implement sceVideoOutDeleteOutputModeEvent 2026-10-11 02:36:47 -04:00
FrameTimingLog.hpp perf(log): write frame timings async to a buffered file 2026-10-08 17:29:49 +03:00
KeyboardInput.hpp feat(libSceKeyboard): implement the keyboard library 2026-10-01 19:00:23 +02:00
MouseInput.hpp feat(libSceVideoOut): route SDL mouse events to libSceMouse 2026-09-28 11:45:31 +02:00
Output.hpp fix(libSceVideoOut): take 64-bit VRR peg arguments and test peg and unpeg 2026-10-11 01:55:16 +02:00
PadInput.hpp refactor(pad): trim comments and apply naming conventions 2026-09-29 04:24:39 +03:00
VideoOutDriver.hpp fix(videoout): wait for flips with the high-resolution condition on Windows 2026-10-11 11:19:05 +02:00