/* * This software is licensed under the terms of the MIT-License * See COPYING for further information. * --- * Copyright (c) 2011-2018, Lukas Weber . * Copyright (c) 2012-2018, Andrei Alexeyev . */ #include "taisei.h" #include "framerate.h" #include "global.h" #include "video.h" void fpscounter_reset(FPSCounter *fps) { hrtime_t frametime = HRTIME_RESOLUTION / FPS; const int log_size = sizeof(fps->frametimes)/sizeof(hrtime_t); for(int i = 0; i < log_size; ++i) { fps->frametimes[i] = frametime; } fps->fps = HRTIME_RESOLUTION / (long double)frametime; fps->frametime = frametime; fps->last_update_time = time_get(); } void fpscounter_update(FPSCounter *fps) { const int log_size = sizeof(fps->frametimes)/sizeof(hrtime_t); double frametime = time_get() - fps->last_update_time; memmove(fps->frametimes, fps->frametimes + 1, (log_size - 1) * sizeof(hrtime_t)); fps->frametimes[log_size - 1] = frametime; hrtime_t avg = 0; for(int i = 0; i < log_size; ++i) { avg += fps->frametimes[i]; } fps->fps = HRTIME_RESOLUTION / (avg / (long double)log_size); fps->frametime = avg / log_size; fps->last_update_time = time_get(); } uint32_t get_effective_frameskip(void) { uint32_t frameskip; if(global.frameskip > 0) { frameskip = global.frameskip; } else { frameskip = config_get_int(CONFIG_VID_FRAMESKIP); } return frameskip; } void loop_at_fps(LogicFrameFunc logic_frame, RenderFrameFunc render_frame, void *arg, uint32_t fps) { assert(logic_frame != NULL); assert(render_frame != NULL); assert(fps > 0); hrtime_t frame_start_time = time_get(); hrtime_t next_frame_time = frame_start_time; hrtime_t target_frame_time = HRTIME_RESOLUTION / fps; FrameAction rframe_action = RFRAME_SWAP; FrameAction lframe_action = LFRAME_WAIT; int32_t sleep = env_get("TAISEI_FRAMELIMITER_SLEEP", 3); bool compensate = env_get("TAISEI_FRAMELIMITER_COMPENSATE", 1); bool uncapped_rendering_env = env_get("TAISEI_FRAMELIMITER_LOGIC_ONLY", 0); if(global.is_replay_verification) { uncapped_rendering_env = false; } uint32_t frame_num = 0; // don't care about thread safety, we can render only on the main thread anyway static uint8_t recursion_detector; ++recursion_detector; while(true) { bool uncapped_rendering = uncapped_rendering_env; frame_start_time = time_get(); begin_frame: global.fps.busy.last_update_time = time_get(); ++frame_num; if(uncapped_rendering) { uint32_t logic_frames = 0; while(lframe_action != LFRAME_STOP && next_frame_time < frame_start_time) { uint8_t rval = recursion_detector; lframe_action = logic_frame(arg); fpscounter_update(&global.fps.logic); ++logic_frames; if(rval != recursion_detector) { log_debug( "Recursive call detected (%u != %u), resetting next frame time to avoid a large skip", rval, recursion_detector ); next_frame_time = time_get() + target_frame_time; break; } hrtime_t frametime = target_frame_time; if(lframe_action == LFRAME_SKIP) { frametime /= imax(1, config_get_int(CONFIG_SKIP_SPEED)); } next_frame_time += frametime; hrtime_t total = time_get() - frame_start_time; if(total > target_frame_time) { next_frame_time = frame_start_time; log_debug("Executing logic took too long (%"PRIuTIME"), giving up", total); } } if(logic_frames > 1) { log_debug( "Dropped %u logic frame%s in superframe #%u", logic_frames - 1, logic_frames > 2 ? "s" : "", frame_num ); } } else { uint cnt = 0; do { lframe_action = logic_frame(arg); fpscounter_update(&global.fps.logic); } while(lframe_action == LFRAME_SKIP && ++cnt < config_get_int(CONFIG_SKIP_SPEED)); } if(taisei_quit_requested()) { break; } if((!uncapped_rendering && frame_num % get_effective_frameskip()) || global.is_replay_verification) { rframe_action = RFRAME_DROP; } else { r_framebuffer_clear(NULL, CLEAR_ALL, RGBA(0, 0, 0, 1), 1); rframe_action = render_frame(arg); fpscounter_update(&global.fps.render); } if(lframe_action == LFRAME_STOP) { break; } if(rframe_action == RFRAME_SWAP) { video_swap_buffers(); } fpscounter_update(&global.fps.busy); if(/*lframe_action == LFRAME_SKIP ||*/ uncapped_rendering) { continue; } #ifdef DEBUG if(gamekeypressed(KEY_FPSLIMIT_OFF)) { continue; } #endif next_frame_time = frame_start_time + target_frame_time; // next_frame_time = frame_start_time + 2 * target_frame_time - global.fps.logic.frametime; if(compensate) { hrtime_t rt = time_get(); if(rt > next_frame_time) { // frame took too long... // try to compensate in the next frame to avoid slowdown frame_start_time = rt - imin(rt - next_frame_time, target_frame_time); goto begin_frame; } } if(sleep > 0) { // CAUTION: All of these casts are important! while((shrtime_t)next_frame_time - (shrtime_t)time_get() > (shrtime_t)target_frame_time / sleep) { uint32_t nap_multiplier = 1; uint32_t nap_divisor = 3; hrtime_t nap_raw = imax(0, (shrtime_t)next_frame_time - (shrtime_t)time_get()); uint32_t nap_sdl = (nap_multiplier * nap_raw * 1000) / (HRTIME_RESOLUTION * nap_divisor); nap_sdl = imax(nap_sdl, 1); SDL_Delay(nap_sdl); } } while(time_get() < next_frame_time); } }