2018-05-16 19:19:33 +02:00
|
|
|
/*************************************************************************/
|
2019-02-12 14:23:35 +01:00
|
|
|
/* main_timer_sync.h */
|
2018-05-16 19:19:33 +02:00
|
|
|
/*************************************************************************/
|
|
|
|
/* This file is part of: */
|
|
|
|
/* GODOT ENGINE */
|
|
|
|
/* https://godotengine.org */
|
|
|
|
/*************************************************************************/
|
2021-01-01 20:13:46 +01:00
|
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
2018-05-16 19:19:33 +02:00
|
|
|
/* */
|
|
|
|
/* 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. */
|
|
|
|
/*************************************************************************/
|
|
|
|
|
2019-02-12 14:23:35 +01:00
|
|
|
#ifndef MAIN_TIMER_SYNC_H
|
|
|
|
#define MAIN_TIMER_SYNC_H
|
2018-05-15 22:12:35 +02:00
|
|
|
|
|
|
|
#include "core/engine.h"
|
|
|
|
|
2021-04-30 20:48:08 +02:00
|
|
|
// define these to get more debugging logs for the delta smoothing
|
|
|
|
//#define GODOT_DEBUG_DELTA_SMOOTHER
|
|
|
|
|
2018-05-15 22:12:35 +02:00
|
|
|
struct MainFrameTime {
|
|
|
|
float idle_step; // time to advance idles for (argument to process())
|
|
|
|
int physics_steps; // number of times to iterate the physics engine
|
2019-07-01 18:42:02 +02:00
|
|
|
float interpolation_fraction; // fraction through the current physics tick
|
2018-05-15 22:12:35 +02:00
|
|
|
|
|
|
|
void clamp_idle(float min_idle_step, float max_idle_step);
|
|
|
|
};
|
|
|
|
|
|
|
|
class MainTimerSync {
|
2021-04-30 20:48:08 +02:00
|
|
|
class DeltaSmoother {
|
|
|
|
public:
|
|
|
|
// pass the recorded delta, returns a smoothed delta
|
2021-08-11 09:03:45 +02:00
|
|
|
int64_t smooth_delta(int64_t p_delta);
|
2021-04-30 20:48:08 +02:00
|
|
|
|
|
|
|
private:
|
2021-08-11 09:03:45 +02:00
|
|
|
void update_refresh_rate_estimator(int64_t p_delta);
|
|
|
|
bool fps_allows_smoothing(int64_t p_delta);
|
2021-04-30 20:48:08 +02:00
|
|
|
|
|
|
|
// 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.
|
2021-08-11 09:03:45 +02:00
|
|
|
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;
|
2021-04-30 20:48:08 +02:00
|
|
|
bool _estimate_complete = false;
|
|
|
|
bool _estimate_locked = false;
|
|
|
|
|
|
|
|
// data for averaging the delta over a second or so
|
|
|
|
// to prevent spurious values
|
2021-08-11 09:03:45 +02:00
|
|
|
int64_t _estimator_total_delta = 0;
|
|
|
|
int32_t _estimator_delta_readings = 0;
|
2021-04-30 20:48:08 +02:00
|
|
|
|
|
|
|
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;
|
|
|
|
|
2018-05-15 22:12:35 +02:00
|
|
|
// 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);
|
|
|
|
};
|
|
|
|
|
2019-02-12 14:23:35 +01:00
|
|
|
#endif // MAIN_TIMER_SYNC_H
|