Limit FPS in JS by skipping iterations.
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07d4513886
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2 changed files with 13 additions and 0 deletions
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@ -36,6 +36,7 @@
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#include <emscripten/emscripten.h>
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static OS_JavaScript *os = nullptr;
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static uint64_t target_ticks = 0;
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void exit_callback() {
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emscripten_cancel_main_loop(); // After this, we can exit!
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@ -47,9 +48,18 @@ void exit_callback() {
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}
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void main_loop_callback() {
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uint64_t current_ticks = os->get_ticks_usec();
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bool force_draw = DisplayServerJavaScript::get_singleton()->check_size_force_redraw();
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if (force_draw) {
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Main::force_redraw();
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} else if (current_ticks < target_ticks) {
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return; // Skip frame.
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}
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int target_fps = Engine::get_singleton()->get_target_fps();
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if (target_fps > 0) {
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target_ticks += (uint64_t)(1000000 / target_fps);
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}
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if (os->main_loop_iterate()) {
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emscripten_cancel_main_loop(); // Cancel current loop and wait for finalize_async.
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@ -83,6 +83,9 @@ public:
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String get_executable_path() const;
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virtual Error shell_open(String p_uri);
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virtual String get_name() const;
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// Override default OS implementation which would block the main thread with delay_usec.
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// Implemented in javascript_main.cpp loop callback instead.
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virtual void add_frame_delay(bool p_can_draw) {}
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virtual bool can_draw() const;
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virtual String get_cache_path() const;
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