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steamcompmgr: allow uncapped frame rates with adaptive sync#2262

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matte-schwartz:vrr-go-brr
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steamcompmgr: allow uncapped frame rates with adaptive sync#2262
matte-schwartz wants to merge 1 commit into
ValveSoftware:masterfrom
matte-schwartz:vrr-go-brr

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With VRR active, every latched commit is painted immediately and the DRM backend blocks until the flip completes. Faster-than-refresh clients serialize the whole steamcompmgr loop on that wait, capping them at the panel refresh rate even with the FPS limiter disabled.

Instead, defer VRR paints until the display can take a new flip, so mailbox/immediate commits keep latching and releasing buffers in between.

The readiness check shares the VRR wakeup schedule's lead, a rolling max of wakeup-to-flip-queued time plus the fixed refresh schedule's redzone. Timer vblanks always count as ready, so FIFO clients, the FPS limiter and overlay pacing keep their exact timing. The old behavior is available behind the adaptive_sync_uncapped convar.

With VRR active, every latched commit is painted immediately and the DRM
backend blocks until the flip completes. Faster-than-refresh clients
serialize the whole steamcompmgr loop on that wait, capping them at the
panel refresh rate even with the FPS limiter disabled.

Instead, defer VRR paints until the display can take a new flip, so
mailbox/immediate commits keep latching and releasing buffers in between.

The readiness check shares the VRR wakeup schedule's lead, a rolling max
of wakeup-to-flip-queued time plus the fixed refresh schedule's redzone.
Timer vblanks always count as ready, so FIFO clients, the FPS limiter
and overlay pacing keep their exact timing. The old behavior is
available behind the adaptive_sync_uncapped convar.
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