Limit FPS in JS by skipping iterations.
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2 changed files with 13 additions and 4 deletions
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@ -30,11 +30,12 @@
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#include "core/io/resource_loader.h"
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#include "main/main.h"
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#include "os_javascript.h"
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#include "platform/javascript/os_javascript.h"
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#include <emscripten/emscripten.h>
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static OS_JavaScript *os = NULL;
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static uint64_t target_ticks = 0;
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// Files drop (implemented in JS for now).
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extern "C" EMSCRIPTEN_KEEPALIVE void _drop_files_callback(char *p_filev[], int p_filec) {
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@ -58,10 +59,18 @@ 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 = os->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 && !force_draw) {
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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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@ -85,9 +94,6 @@ extern "C" EMSCRIPTEN_KEEPALIVE void cleanup_after_sync() {
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}
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extern "C" EMSCRIPTEN_KEEPALIVE void main_after_fs_sync(char *p_idbfs_err) {
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OS_JavaScript *os = OS_JavaScript::get_singleton();
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// Set IDBFS status
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String idbfs_err = String::utf8(p_idbfs_err);
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if (!idbfs_err.empty()) {
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@ -118,6 +124,8 @@ extern "C" EMSCRIPTEN_KEEPALIVE void main_after_fs_sync(char *p_idbfs_err) {
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ResourceLoader::set_abort_on_missing_resources(false);
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Main::start();
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os->get_main_loop()->init();
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// Immediately run the first iteration.
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// We are inside an animation frame, we want to immediately draw on the newly setup canvas.
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main_loop_callback();
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emscripten_resume_main_loop();
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}
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@ -163,6 +163,7 @@ 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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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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