Change frame timing logic to always match timestamp timeout

This commit is contained in:
dec05eba
2025-06-28 18:09:38 +02:00
parent 4f32d56f21
commit 288adba81c
2 changed files with 14 additions and 38 deletions

3
TODO
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@@ -306,3 +306,6 @@ Maybe remove shader compute code. It doesn't seem necessary anymore now that glS
Add proper check if opengl functions are supported. dlsym for the symbol will return a no-op function if it's not supported, so it silently fails if used.
Colors are offset to bottom left by 1 pixel or so on steam deck in landscape mode.
When constant framerate is used (and for audio) multiple frames need to be encoded after resuming from suspend.
The clock jumps forward by around 2-3 seconds (on my machine). Is there a way to make sure the clock doesn't jump forward?