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- /**************************************************************************/
- /* main_timer_sync.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef MAIN_TIMER_SYNC_H
- #define MAIN_TIMER_SYNC_H
- #include "core/engine.h"
- // define these to get more debugging logs for the delta smoothing
- //#define GODOT_DEBUG_DELTA_SMOOTHER
- struct MainFrameTime {
- float idle_step; // time to advance idles for (argument to process())
- int physics_steps; // number of times to iterate the physics engine
- float interpolation_fraction; // fraction through the current physics tick
- void clamp_idle(float min_idle_step, float max_idle_step);
- };
- class MainTimerSync {
- class DeltaSmoother {
- public:
- // pass the recorded delta, returns a smoothed delta
- int64_t smooth_delta(int64_t p_delta);
- private:
- void update_refresh_rate_estimator(int64_t p_delta);
- bool fps_allows_smoothing(int64_t p_delta);
- // estimated vsync delta (monitor refresh rate)
- int64_t _vsync_delta = 16666;
- // keep track of accumulated time so we know how many vsyncs to advance by
- int64_t _leftover_time = 0;
- // keep a rough measurement of the FPS as we run.
- // If this drifts a long way below or above the refresh rate, the machine
- // is struggling to keep up, and we can switch off smoothing. This
- // also deals with the case that the user has overridden the vsync in the GPU settings,
- // in which case we don't want to try smoothing.
- static const int MEASURE_FPS_OVER_NUM_FRAMES = 64;
- int64_t _measurement_time = 0;
- int64_t _measurement_frame_count = 0;
- int64_t _measurement_end_frame = MEASURE_FPS_OVER_NUM_FRAMES;
- int64_t _measurement_start_time = 0;
- bool _measurement_allows_smoothing = true;
- // we can estimate the fps by growing it on condition
- // that a large proportion of frames are higher than the current estimate.
- int32_t _estimated_fps = 0;
- int32_t _hits_at_estimated = 0;
- int32_t _hits_above_estimated = 0;
- int32_t _hits_below_estimated = 0;
- int32_t _hits_one_above_estimated = 0;
- int32_t _hits_one_below_estimated = 0;
- bool _estimate_complete = false;
- bool _estimate_locked = false;
- // data for averaging the delta over a second or so
- // to prevent spurious values
- int64_t _estimator_total_delta = 0;
- int32_t _estimator_delta_readings = 0;
- void made_new_estimate() {
- _hits_above_estimated = 0;
- _hits_at_estimated = 0;
- _hits_below_estimated = 0;
- _hits_one_above_estimated = 0;
- _hits_one_below_estimated = 0;
- _estimate_complete = false;
- #ifdef GODOT_DEBUG_DELTA_SMOOTHER
- print_line("estimated fps " + itos(_estimated_fps));
- #endif
- }
- } _delta_smoother;
- // wall clock time measured on the main thread
- uint64_t last_cpu_ticks_usec;
- uint64_t current_cpu_ticks_usec;
- // logical game time since last physics timestep
- float time_accum;
- // current difference between wall clock time and reported sum of idle_steps
- float time_deficit;
- // number of frames back for keeping accumulated physics steps roughly constant.
- // value of 12 chosen because that is what is required to make 144 Hz monitors
- // behave well with 60 Hz physics updates. The only worse commonly available refresh
- // would be 85, requiring CONTROL_STEPS = 17.
- static const int CONTROL_STEPS = 12;
- // sum of physics steps done over the last (i+1) frames
- int accumulated_physics_steps[CONTROL_STEPS];
- // typical value for accumulated_physics_steps[i] is either this or this plus one
- int typical_physics_steps[CONTROL_STEPS];
- int fixed_fps;
- protected:
- // returns the fraction of p_frame_slice required for the timer to overshoot
- // before advance_core considers changing the physics_steps return from
- // the typical values as defined by typical_physics_steps
- float get_physics_jitter_fix();
- // gets our best bet for the average number of physics steps per render frame
- // return value: number of frames back this data is consistent
- int get_average_physics_steps(float &p_min, float &p_max);
- // advance physics clock by p_idle_step, return appropriate number of steps to simulate
- MainFrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step);
- // calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
- MainFrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step);
- // determine wall clock step since last iteration
- float get_cpu_idle_step();
- public:
- MainTimerSync();
- // start the clock
- void init(uint64_t p_cpu_ticks_usec);
- // set measured wall clock time
- void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec);
- //set fixed fps
- void set_fixed_fps(int p_fixed_fps);
- // advance one frame, return timesteps to take
- MainFrameTime advance(float p_frame_slice, int p_iterations_per_second);
- };
- #endif // MAIN_TIMER_SYNC_H
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