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Skip rendering multiple frames on the same vsync
When rendering frames at a rate higher than the screen refresh rate, e.g. playing at 8x, the player is releasing multiple frames at the same release time (nanos) which are then dropped by the platform. The output buffers are available later and as a result MediaCodec cannot keep up decoding fast enough. This change skips releasing multiple video frames on the same vsync period and proactivelly drops the frame. The frame is counted as skipped rather than dropped to differentiate with frames dropped due to slow decoding. PiperOrigin-RevId: 510964976 (cherry picked from commit cbb6878f9fef20ea440c6ffda77dd4edc00ce1f2)
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@ -150,6 +150,7 @@ public class MediaCodecVideoRenderer extends MediaCodecRenderer {
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private long lastRenderRealtimeUs;
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private long totalVideoFrameProcessingOffsetUs;
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private int videoFrameProcessingOffsetCount;
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private long lastFrameReleaseTimeNs;
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private int currentWidth;
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private int currentHeight;
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@ -1125,9 +1126,18 @@ public class MediaCodecVideoRenderer extends MediaCodecRenderer {
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if (Util.SDK_INT >= 21) {
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// Let the underlying framework time the release.
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if (earlyUs < 50000) {
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if (adjustedReleaseTimeNs == lastFrameReleaseTimeNs) {
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// This frame should be displayed on the same vsync with the previous released frame. We
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// are likely rendering frames at a rate higher than the screen refresh rate. Skip
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// this buffer so that it's returned to MediaCodec sooner otherwise MediaCodec may not
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// be able to keep decoding with this rate [b/263454203].
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skipOutputBuffer(codec, bufferIndex, presentationTimeUs);
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} else {
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notifyFrameMetadataListener(presentationTimeUs, adjustedReleaseTimeNs, format);
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renderOutputBufferV21(codec, bufferIndex, presentationTimeUs, adjustedReleaseTimeNs);
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}
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updateVideoFrameProcessingOffsetCounters(earlyUs);
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lastFrameReleaseTimeNs = adjustedReleaseTimeNs;
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return true;
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}
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} else {
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