Merge branch '752-background-fps-limit' into sdl-joykeys

This commit is contained in:
Robert Beckebans 2025-01-23 14:46:14 +01:00
commit 2997fe9f02
5 changed files with 41 additions and 4 deletions

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@ -3,7 +3,7 @@
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012-2014 Robert Beckebans
Copyright (C) 2012-2025 Robert Beckebans
Copyright (C) 2022 Stephen Pridham
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
@ -97,12 +97,13 @@ idCVar net_inviteOnly( "net_inviteOnly", "1", CVAR_BOOL | CVAR_ARCHIVE, "whether
// DG: add cvar for pause
idCVar com_pause( "com_pause", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "set to 1 to pause game, to 0 to unpause again" );
// DG end
idCVar com_activeApp( "com_activeApp", "1", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "this is set to 0 if running in background" );
extern idCVar g_demoMode;
idCVar com_engineHz( "com_engineHz", "60", CVAR_FLOAT | CVAR_ARCHIVE, "Frames per second the engine runs at", 10.0f, 1024.0f );
float com_engineHz_latched = 60.0f; // Latched version of cvar, updated between map loads
int64 com_engineHz_numerator = 100LL * 1000LL;
const int64 com_engineHz_numerator = 100LL * 1000LL;
int64 com_engineHz_denominator = 100LL * 60LL;
// RB begin

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@ -3,7 +3,7 @@
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2014-2016 Robert Beckebans
Copyright (C) 2014-2025 Robert Beckebans
Copyright (C) 2014-2016 Kot in Action Creative Artel
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
@ -41,7 +41,7 @@ If you have questions concerning this license or the applicable additional terms
extern idCVar com_engineHz;
extern float com_engineHz_latched;
extern int64 com_engineHz_numerator;
extern const int64 com_engineHz_numerator;
extern int64 com_engineHz_denominator;
// Returns the msec the frame starts on

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@ -520,6 +520,7 @@ void idCommonLocal::ProcessGameReturn( const gameReturn_t& ret )
extern idCVar com_forceGenericSIMD;
extern idCVar com_pause;
extern idCVar com_activeApp;
/*
=================
@ -641,6 +642,21 @@ void idCommonLocal::Frame()
}
frameTiming.finishSyncTime = Sys_Microseconds();
// RB: slow down engine in background so it does not eat up so many resources along other 3D tools
if( !com_activeApp.GetBool() /* and not VR */ )
{
const float backgroundEngineHz = 15.0f;
com_engineHz_denominator = 100LL * backgroundEngineHz;
com_engineHz_latched = backgroundEngineHz;
}
else
{
// allow com_engineHz to be changed between map loads
com_engineHz_denominator = 100LL * com_engineHz.GetFloat();
com_engineHz_latched = com_engineHz.GetFloat();
}
// RB end
//--------------------------------------------
// Determine how many game tics we are going to run,
// now that the previous frame is completely finished.
@ -688,12 +704,16 @@ void idCommonLocal::Frame()
gameTimeResidual += clampedDeltaMilliseconds * timescale.GetFloat();
// don't run any frames when paused
/*
RB moved down
if( pauseGame )
{
gameFrame++;
gameTimeResidual = 0;
break;
}
*/
// debug cvar to force multiple game tics
if( com_fixedTic.GetInteger() > 0 )
@ -753,6 +773,14 @@ void idCommonLocal::Frame()
}
}
// don't run any frames when paused
// RB: reset numGameFrames here so we use the sleep above
// and don't run as many frames as possible on the GPU
if( pauseGame )
{
numGameFrames = 0;
}
//--------------------------------------------
// It would be better to push as much of this as possible
// either before or after the renderSystem->SwapCommandBuffers(),

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@ -452,6 +452,7 @@ sysEvent_t Sys_GetEvent()
// DG: un-pause the game when focus is gained, that also re-grabs the input
// disabling the cursor is now done once in GLimp_Init() because it should always be disabled
cvarSystem->SetCVarBool( "com_pause", false );
cvarSystem->SetCVarBool( "com_activeApp", true );
// DG end
break;
}
@ -459,6 +460,7 @@ sysEvent_t Sys_GetEvent()
case SDL_WINDOWEVENT_FOCUS_LOST:
// DG: pause the game when focus is lost, that also un-grabs the input
cvarSystem->SetCVarBool( "com_pause", true );
cvarSystem->SetCVarBool( "com_activeApp", false );
// DG end
break;
@ -701,6 +703,8 @@ sysEvent_t Sys_GetEvent()
case SDL_JOYDEVICEADDED:
case SDL_JOYDEVICEREMOVED:
case SDL_JOYBATTERYUPDATED:
case SDL_CONTROLLERDEVICEADDED:
case SDL_CONTROLLERDEVICEREMOVED:
// Avoid 'unknown event' spam
continue;
@ -805,7 +809,10 @@ sysEvent_t Sys_GetEvent()
}
continue; // just handle next event
// Avoid 'unknown event' spam
case SDL_TEXTEDITING:
case SDL_KEYMAPCHANGED:
case SDL_CLIPBOARDUPDATE:
continue; // just handle next event
default:

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@ -296,6 +296,7 @@ LONG WINAPI MainWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
// DG: set com_pause so game pauses when focus is lost
// and continues when focus is regained
cvarSystem->SetCVarBool( "com_pause", !win32.activeApp );
cvarSystem->SetCVarBool( "com_activeApp", win32.activeApp );
// DG end
// we do not actually grab or release the mouse here,