mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 09:11:48 +00:00
Handle the sleep at the end of D_SRB2Loop instead of the start
Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
This commit is contained in:
parent
685190fe40
commit
b18e53417a
4 changed files with 79 additions and 90 deletions
75
src/d_main.c
75
src/d_main.c
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@ -687,29 +687,6 @@ static void D_Display(void)
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}
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}
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}
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}
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static boolean D_CheckFrameCap(void)
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{
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static boolean init = false;
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static precise_t startCap = 0;
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precise_t endCap = 0;
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endCap = I_GetPreciseTime();
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if (init == false)
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{
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startCap = endCap;
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init = true;
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}
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else if (I_CheckFrameCap(startCap, endCap))
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{
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// Framerate should be capped.
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return true;
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}
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startCap = endCap;
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return false;
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}
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// =========================================================================
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// =========================================================================
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// D_SRB2Loop
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// D_SRB2Loop
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// =========================================================================
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// =========================================================================
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@ -720,10 +697,13 @@ void D_SRB2Loop(void)
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{
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{
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tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS;
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tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS;
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static lumpnum_t gstartuplumpnum;
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static lumpnum_t gstartuplumpnum;
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boolean ticked;
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boolean interp;
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boolean ticked = false;
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boolean interp = false;
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boolean doDisplay = false;
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boolean doDisplay = false;
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boolean frameCap = false;
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precise_t frameTime = 0;
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int frameElapsed = 0;
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if (dedicated)
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if (dedicated)
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server = true;
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server = true;
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@ -775,6 +755,9 @@ void D_SRB2Loop(void)
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for (;;)
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for (;;)
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{
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{
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frameTime = I_GetPreciseTime();
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frameElapsed = 0;
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if (lastwipetic)
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if (lastwipetic)
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{
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{
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oldentertics = lastwipetic;
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oldentertics = lastwipetic;
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@ -804,19 +787,6 @@ void D_SRB2Loop(void)
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doDisplay = false;
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doDisplay = false;
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ticked = false;
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ticked = false;
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frameCap = D_CheckFrameCap();
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// Moved to here from I_FinishUpdate.
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// It doesn't track fades properly anymore by being here (might be easy fix),
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// but it's a little more accurate for actual rendering when its here.
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SCR_CalculateFPS();
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if (!realtics && !singletics)
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{
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if (frameCap)
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continue;
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}
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#ifdef HW3SOUND
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#ifdef HW3SOUND
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HW3S_BeginFrameUpdate();
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HW3S_BeginFrameUpdate();
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#endif
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#endif
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@ -872,15 +842,6 @@ void D_SRB2Loop(void)
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tictime = entertime;
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tictime = entertime;
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}
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}
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// Handle interp sleep / framerate cap here.
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// TryRunTics needs ran if possible to prevent lagged map changes,
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// (and if that runs, the code above needs to also run)
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// so this is done here after TryRunTics.
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if (frameCap)
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{
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continue;
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}
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if (!(paused || P_AutoPause()))
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if (!(paused || P_AutoPause()))
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{
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{
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#if 0
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#if 0
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@ -912,11 +873,6 @@ void D_SRB2Loop(void)
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}
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}
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else
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else
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{
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{
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if (frameCap)
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{
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continue;
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}
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renderdeltatics = realtics * FRACUNIT;
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renderdeltatics = realtics * FRACUNIT;
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rendertimefrac = FRACUNIT;
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rendertimefrac = FRACUNIT;
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}
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}
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@ -940,6 +896,19 @@ void D_SRB2Loop(void)
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#endif
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#endif
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LUA_Step();
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LUA_Step();
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// Moved to here from I_FinishUpdate.
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// It doesn't track fades properly anymore by being here (might be easy fix),
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// but it's a little more accurate for actual rendering when its here.
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SCR_CalculateFPS();
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// Fully completed frame made, handle frame cap delay.
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frameElapsed = I_PreciseToMicros(I_GetPreciseTime() - frameTime);
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if (!singletics)
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{
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I_FrameCapSleep(frameElapsed);
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}
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}
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}
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}
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}
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@ -58,13 +58,17 @@ precise_t I_GetPreciseTime(void);
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*/
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*/
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int I_PreciseToMicros(precise_t d);
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int I_PreciseToMicros(precise_t d);
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/** \brief The I_Sleep function
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/** \brief Sleeps by the value of cv_sleep
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\return void
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\return void
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*/
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*/
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void I_Sleep(void);
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void I_Sleep(void);
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boolean I_CheckFrameCap(precise_t start, precise_t end);
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/** \brief Sleeps for a variable amount of time, depending on how much time the last frame took.
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\return void
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*/
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boolean I_FrameCapSleep(const int elapsed);
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/** \brief Get events
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/** \brief Get events
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@ -509,7 +509,7 @@ void SCR_DisplayTicRate(void)
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INT32 ticcntcolor = 0;
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INT32 ticcntcolor = 0;
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const INT32 h = vid.height-(8*vid.dupy);
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const INT32 h = vid.height-(8*vid.dupy);
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UINT32 cap = R_GetFramerateCap();
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UINT32 cap = R_GetFramerateCap();
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double fps = ceil(averageFPS);
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double fps = round(averageFPS);
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if (gamestate == GS_NULL)
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if (gamestate == GS_NULL)
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return;
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return;
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@ -525,10 +525,11 @@ void SCR_DisplayTicRate(void)
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ticcntcolor = V_GREENMAP;
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ticcntcolor = V_GREENMAP;
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}
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}
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if (cv_ticrate.value == 2) // compact counter
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if (cv_ticrate.value == 2) // compact counter
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V_DrawString(vid.width-(32*vid.dupx), h,
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{
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ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%04.0f", fps));
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V_DrawRightAlignedString(vid.width, h,
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ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%04.2f", averageFPS)); // use averageFPS directly
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}
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else if (cv_ticrate.value == 1) // full counter
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else if (cv_ticrate.value == 1) // full counter
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{
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{
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if (cap > 0)
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if (cap > 0)
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@ -2167,6 +2167,10 @@ float I_GetTimeFrac(void)
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return elapsed_tics;
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return elapsed_tics;
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}
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}
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//
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// I_GetPreciseTime
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// returns time in precise_t
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//
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precise_t I_GetPreciseTime(void)
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precise_t I_GetPreciseTime(void)
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{
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{
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return SDL_GetPerformanceCounter();
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return SDL_GetPerformanceCounter();
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@ -2195,35 +2199,45 @@ void I_StartupTimer(void)
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elapsed_tics = 0.0;
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elapsed_tics = 0.0;
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}
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}
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//
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// I_Sleep
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// Sleeps by the value of cv_sleep
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//
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void I_Sleep(void)
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void I_Sleep(void)
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{
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{
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if (cv_sleep.value != -1)
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if (cv_sleep.value != -1)
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SDL_Delay(cv_sleep.value);
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SDL_Delay(cv_sleep.value);
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}
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}
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boolean I_CheckFrameCap(precise_t start, precise_t end)
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//
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// I_FrameCapSleep
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// Sleeps for a variable amount of time, depending on how much time the last frame took.
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//
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boolean I_FrameCapSleep(const int elapsed)
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{
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{
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const INT64 delayGranularity = 2000;
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// I picked 2ms as it's what GZDoom uses before it stops trying to sleep,
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// but maybe other values might work better.
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const UINT32 capFrames = R_GetFramerateCap();
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const UINT32 capFrames = R_GetFramerateCap();
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int capMicros = 0;
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int capMicros = 0;
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int elapsed;
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if (capFrames == 0)
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if (capFrames == 0)
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{
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{
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// We don't want to cap.
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// We don't want to cap.
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return false;
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return false;
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}
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}
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elapsed = I_PreciseToMicros(end - start);
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capMicros = 1000000 / capFrames;
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capMicros = 1000000 / capFrames;
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if (elapsed < capMicros)
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if (elapsed < capMicros)
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{
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{
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// Experimental variable delay code.
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const INT64 error = capMicros / 40;
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if (cv_sleep.value > 0)
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// 2.5% ... How much we might expect the framerate to flucuate.
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{
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// No exact logic behind this number, simply tried stuff until the framerate
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const INT64 delayGranularity = 2000; // 2ms, I picked this as it's what GZDoom uses before it stops trying to sleep.
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// reached the cap 300 more often and only overshot it occasionally.
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INT64 wait = (capMicros - elapsed);
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INT64 wait = (capMicros - elapsed) - error;
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while (wait > 0)
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while (wait > 0)
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{
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{
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@ -2231,7 +2245,7 @@ boolean I_CheckFrameCap(precise_t start, precise_t end)
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precise_t sleepEnd = sleepStart;
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precise_t sleepEnd = sleepStart;
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int sleepElasped = 0;
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int sleepElasped = 0;
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if (wait > delayGranularity)
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if (wait > delayGranularity && cv_sleep.value != -1)
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{
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{
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// Wait 1ms at a time (on default settings)
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// Wait 1ms at a time (on default settings)
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// until we're close enough.
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// until we're close enough.
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@ -2244,22 +2258,23 @@ boolean I_CheckFrameCap(precise_t start, precise_t end)
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{
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{
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// When we have an extremely fine wait,
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// When we have an extremely fine wait,
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// we do this to spin-lock the remaining time.
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// we do this to spin-lock the remaining time.
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while (sleepElasped < wait)
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while (sleepElasped < wait)
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{
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{
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sleepEnd = I_GetPreciseTime();
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sleepEnd = I_GetPreciseTime();
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sleepElasped = I_PreciseToMicros(sleepEnd - sleepStart);
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sleepElasped = I_PreciseToMicros(sleepEnd - sleepStart);
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}
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}
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break;
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}
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}
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wait -= sleepElasped;
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wait -= sleepElasped;
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}
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}
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}
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// We took our nap.
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return true;
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return true;
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}
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}
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// Waited enough to draw again.
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// We're lagging behind.
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return false;
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return false;
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}
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}
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