mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2025-03-12 22:02:12 +00:00
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid)
This commit is contained in:
parent
41997c4549
commit
c186d6402b
17 changed files with 342 additions and 147 deletions
|
@ -5233,7 +5233,7 @@ boolean TryRunTics(tic_t realtics)
|
|||
|
||||
if (demoplayback)
|
||||
{
|
||||
neededtic = gametic + (realtics * cv_playbackspeed.value);
|
||||
neededtic = gametic + realtics;
|
||||
// start a game after a demo
|
||||
maketic += realtics;
|
||||
firstticstosend = maketic;
|
||||
|
|
195
src/d_main.c
195
src/d_main.c
|
@ -477,7 +477,7 @@ static void D_Display(void)
|
|||
|
||||
if (!automapactive && !dedicated && cv_renderview.value)
|
||||
{
|
||||
R_ApplyLevelInterpolators(cv_frameinterpolation.value == 1 ? rendertimefrac : FRACUNIT);
|
||||
R_ApplyLevelInterpolators(R_UsingFrameInterpolation() ? rendertimefrac : FRACUNIT);
|
||||
PS_START_TIMING(ps_rendercalltime);
|
||||
if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
|
||||
{
|
||||
|
@ -687,6 +687,29 @@ static void D_Display(void)
|
|||
}
|
||||
}
|
||||
|
||||
static boolean D_CheckFrameCap(void)
|
||||
{
|
||||
static boolean init = false;
|
||||
static precise_t startCap = 0;
|
||||
precise_t endCap = 0;
|
||||
|
||||
endCap = I_GetPreciseTime();
|
||||
|
||||
if (init == false)
|
||||
{
|
||||
startCap = endCap;
|
||||
init = true;
|
||||
}
|
||||
else if (I_CheckFrameCap(startCap, endCap))
|
||||
{
|
||||
// Framerate should be capped.
|
||||
return true;
|
||||
}
|
||||
|
||||
startCap = endCap;
|
||||
return false;
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// D_SRB2Loop
|
||||
// =========================================================================
|
||||
|
@ -698,6 +721,8 @@ void D_SRB2Loop(void)
|
|||
tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS;
|
||||
static lumpnum_t gstartuplumpnum;
|
||||
boolean ticked;
|
||||
boolean interp;
|
||||
boolean doDisplay = false;
|
||||
|
||||
if (dedicated)
|
||||
server = true;
|
||||
|
@ -762,14 +787,25 @@ void D_SRB2Loop(void)
|
|||
|
||||
refreshdirmenu = 0; // not sure where to put this, here as good as any?
|
||||
|
||||
if (demoplayback && gamestate == GS_LEVEL)
|
||||
{
|
||||
// Nicer place to put this.
|
||||
realtics = realtics * cv_playbackspeed.value;
|
||||
}
|
||||
|
||||
#ifdef DEBUGFILE
|
||||
if (!realtics)
|
||||
if (debugload)
|
||||
debugload--;
|
||||
#endif
|
||||
|
||||
if (!realtics && !singletics && cv_frameinterpolation.value != 1)
|
||||
interp = R_UsingFrameInterpolation();
|
||||
doDisplay = false;
|
||||
ticked = false;
|
||||
|
||||
if (!realtics && !singletics && !interp)
|
||||
{
|
||||
// Non-interp sleep
|
||||
I_Sleep();
|
||||
continue;
|
||||
}
|
||||
|
@ -778,85 +814,115 @@ void D_SRB2Loop(void)
|
|||
HW3S_BeginFrameUpdate();
|
||||
#endif
|
||||
|
||||
// don't skip more than 10 frames at a time
|
||||
// (fadein / fadeout cause massive frame skip!)
|
||||
if (realtics > 8)
|
||||
realtics = 1;
|
||||
|
||||
// process tics (but maybe not if realtic == 0)
|
||||
ticked = TryRunTics(realtics);
|
||||
|
||||
if (cv_frameinterpolation.value == 1 && !(paused || P_AutoPause()))
|
||||
if (realtics > 0 || singletics)
|
||||
{
|
||||
static float tictime;
|
||||
// don't skip more than 10 frames at a time
|
||||
// (fadein / fadeout cause massive frame skip!)
|
||||
if (realtics > 8)
|
||||
realtics = 1;
|
||||
|
||||
// process tics (but maybe not if realtic == 0)
|
||||
ticked = TryRunTics(realtics);
|
||||
|
||||
if (lastdraw || singletics || gametic > rendergametic)
|
||||
{
|
||||
rendergametic = gametic;
|
||||
rendertimeout = entertic+TICRATE/17;
|
||||
|
||||
doDisplay = true;
|
||||
}
|
||||
else if (rendertimeout < entertic) // in case the server hang or netsplit
|
||||
{
|
||||
// Lagless camera! Yay!
|
||||
if (gamestate == GS_LEVEL && netgame)
|
||||
{
|
||||
// Evaluate the chase cam once for every local realtic
|
||||
// This might actually be better suited inside G_Ticker or TryRunTics
|
||||
for (tic_t chasecamtics = 0; chasecamtics < realtics; chasecamtics++)
|
||||
{
|
||||
if (splitscreen && camera2.chase)
|
||||
P_MoveChaseCamera(&players[secondarydisplayplayer], &camera2, false);
|
||||
if (camera.chase)
|
||||
P_MoveChaseCamera(&players[displayplayer], &camera, false);
|
||||
}
|
||||
R_UpdateViewInterpolation();
|
||||
}
|
||||
|
||||
doDisplay = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (interp)
|
||||
{
|
||||
static float tictime = 0.0f;
|
||||
static float prevtime = 0.0f;
|
||||
float entertime = I_GetTimeFrac();
|
||||
|
||||
fixed_t entertimefrac;
|
||||
fixed_t entertimefrac = FRACUNIT;
|
||||
|
||||
if (ticked)
|
||||
{
|
||||
tictime = entertime;
|
||||
}
|
||||
|
||||
entertimefrac = FLOAT_TO_FIXED(entertime - tictime);
|
||||
// Handle interp sleep / framerate cap here.
|
||||
// TryRunTics needs ran if possible to prevent lagged map changes,
|
||||
// (and if that runs, the code above needs to also run)
|
||||
// so this is done here after TryRunTics.
|
||||
if (D_CheckFrameCap())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// renderdeltatics is a bit awkard to evaluate, since the system time interface is whole tic-based
|
||||
renderdeltatics = realtics * FRACUNIT;
|
||||
if (entertimefrac > rendertimefrac)
|
||||
renderdeltatics += entertimefrac - rendertimefrac;
|
||||
else
|
||||
renderdeltatics -= rendertimefrac - entertimefrac;
|
||||
if (!(paused || P_AutoPause()))
|
||||
{
|
||||
#if 0
|
||||
CONS_Printf("prevtime = %f\n", prevtime);
|
||||
CONS_Printf("entertime = %f\n", entertime);
|
||||
CONS_Printf("tictime = %f\n", tictime);
|
||||
CONS_Printf("entertime - prevtime = %f\n", entertime - prevtime);
|
||||
CONS_Printf("entertime - tictime = %f\n", entertime - tictime);
|
||||
CONS_Printf("========\n");
|
||||
#endif
|
||||
|
||||
rendertimefrac = entertimefrac;
|
||||
if (entertime - prevtime >= 1.0f)
|
||||
{
|
||||
// Lagged for more frames than a gametic...
|
||||
// No need for interpolation.
|
||||
entertimefrac = FRACUNIT;
|
||||
}
|
||||
else
|
||||
{
|
||||
entertimefrac = min(FRACUNIT, FLOAT_TO_FIXED(entertime - tictime));
|
||||
}
|
||||
|
||||
// renderdeltatics is a bit awkard to evaluate, since the system time interface is whole tic-based
|
||||
renderdeltatics = realtics * FRACUNIT;
|
||||
if (entertimefrac > rendertimefrac)
|
||||
renderdeltatics += entertimefrac - rendertimefrac;
|
||||
else
|
||||
renderdeltatics -= rendertimefrac - entertimefrac;
|
||||
|
||||
rendertimefrac = entertimefrac;
|
||||
}
|
||||
|
||||
prevtime = entertime;
|
||||
}
|
||||
else
|
||||
{
|
||||
rendertimefrac = FRACUNIT;
|
||||
renderdeltatics = realtics * FRACUNIT;
|
||||
rendertimefrac = FRACUNIT;
|
||||
}
|
||||
|
||||
if (cv_frameinterpolation.value == 1)
|
||||
if (interp || doDisplay)
|
||||
{
|
||||
D_Display();
|
||||
}
|
||||
|
||||
if (lastdraw || singletics || gametic > rendergametic)
|
||||
{
|
||||
rendergametic = gametic;
|
||||
rendertimeout = entertic+TICRATE/17;
|
||||
|
||||
// Update display, next frame, with current state.
|
||||
// (Only display if not already done for frame interp)
|
||||
cv_frameinterpolation.value == 0 ? D_Display() : 0;
|
||||
|
||||
if (moviemode)
|
||||
M_SaveFrame();
|
||||
if (takescreenshot) // Only take screenshots after drawing.
|
||||
M_DoScreenShot();
|
||||
}
|
||||
else if (rendertimeout < entertic) // in case the server hang or netsplit
|
||||
{
|
||||
// Lagless camera! Yay!
|
||||
if (gamestate == GS_LEVEL && netgame)
|
||||
{
|
||||
// Evaluate the chase cam once for every local realtic
|
||||
// This might actually be better suited inside G_Ticker or TryRunTics
|
||||
for (tic_t chasecamtics = 0; chasecamtics < realtics; chasecamtics++)
|
||||
{
|
||||
if (splitscreen && camera2.chase)
|
||||
P_MoveChaseCamera(&players[secondarydisplayplayer], &camera2, false);
|
||||
if (camera.chase)
|
||||
P_MoveChaseCamera(&players[displayplayer], &camera, false);
|
||||
}
|
||||
R_UpdateViewInterpolation();
|
||||
|
||||
}
|
||||
// (Only display if not already done for frame interp)
|
||||
cv_frameinterpolation.value == 0 ? D_Display() : 0;
|
||||
|
||||
if (moviemode)
|
||||
M_SaveFrame();
|
||||
if (takescreenshot) // Only take screenshots after drawing.
|
||||
M_DoScreenShot();
|
||||
}
|
||||
if (moviemode)
|
||||
M_SaveFrame();
|
||||
if (takescreenshot) // Only take screenshots after drawing.
|
||||
M_DoScreenShot();
|
||||
|
||||
// consoleplayer -> displayplayer (hear sounds from viewpoint)
|
||||
S_UpdateSounds(); // move positional sounds
|
||||
|
@ -867,6 +933,11 @@ void D_SRB2Loop(void)
|
|||
#endif
|
||||
|
||||
LUA_Step();
|
||||
|
||||
// Moved to here from I_FinishUpdate.
|
||||
// It doesn't track fades properly anymore by being here (might be easy fix),
|
||||
// but it's a little more accurate for actual game logic when its here.
|
||||
SCR_CalculateFPS();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -191,7 +191,7 @@ static CV_PossibleValue_t joyport_cons_t[] = {{1, "/dev/js0"}, {2, "/dev/js1"},
|
|||
static CV_PossibleValue_t teamscramble_cons_t[] = {{0, "Off"}, {1, "Random"}, {2, "Points"}, {0, NULL}};
|
||||
|
||||
static CV_PossibleValue_t startingliveslimit_cons_t[] = {{1, "MIN"}, {99, "MAX"}, {0, NULL}};
|
||||
static CV_PossibleValue_t sleeping_cons_t[] = {{-1, "MIN"}, {1000/TICRATE, "MAX"}, {0, NULL}};
|
||||
static CV_PossibleValue_t sleeping_cons_t[] = {{0, "MIN"}, {1000/TICRATE, "MAX"}, {0, NULL}};
|
||||
static CV_PossibleValue_t competitionboxes_cons_t[] = {{0, "Normal"}, {1, "Mystery"}, //{2, "Teleport"},
|
||||
{3, "None"}, {0, NULL}};
|
||||
|
||||
|
|
|
@ -3648,7 +3648,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
|
|||
// uncapped/interpolation
|
||||
interpmobjstate_t interp = {0};
|
||||
|
||||
if (cv_frameinterpolation.value == 1 && !paused)
|
||||
if (R_UsingFrameInterpolation() && !paused)
|
||||
{
|
||||
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
||||
}
|
||||
|
@ -5089,7 +5089,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
dispoffset = thing->info->dispoffset;
|
||||
|
||||
|
||||
if (cv_frameinterpolation.value == 1 && !paused)
|
||||
if (R_UsingFrameInterpolation() && !paused)
|
||||
{
|
||||
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
||||
}
|
||||
|
@ -5502,7 +5502,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|||
interpmobjstate_t interp = {0};
|
||||
|
||||
// do interpolation
|
||||
if (cv_frameinterpolation.value == 1 && !paused)
|
||||
if (R_UsingFrameInterpolation() && !paused)
|
||||
{
|
||||
R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp);
|
||||
}
|
||||
|
|
|
@ -1344,7 +1344,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
|
|||
float finalscale;
|
||||
interpmobjstate_t interp;
|
||||
|
||||
if (cv_frameinterpolation.value == 1 && !paused)
|
||||
if (R_UsingFrameInterpolation() && !paused)
|
||||
{
|
||||
R_InterpolateMobjState(spr->mobj, rendertimefrac, &interp);
|
||||
}
|
||||
|
|
|
@ -56,7 +56,7 @@ precise_t I_GetPreciseTime(void);
|
|||
|
||||
/** \brief Converts a precise_t to microseconds and casts it to a 32 bit integer.
|
||||
*/
|
||||
int I_PreciseToMicros(precise_t);
|
||||
int I_PreciseToMicros(precise_t d);
|
||||
|
||||
/** \brief The I_Sleep function
|
||||
|
||||
|
@ -64,6 +64,8 @@ int I_PreciseToMicros(precise_t);
|
|||
*/
|
||||
void I_Sleep(void);
|
||||
|
||||
boolean I_CheckFrameCap(precise_t start, precise_t end);
|
||||
|
||||
/** \brief Get events
|
||||
|
||||
Called by D_SRB2Loop,
|
||||
|
|
|
@ -151,4 +151,6 @@ void I_BeginRead(void);
|
|||
*/
|
||||
void I_EndRead(void);
|
||||
|
||||
UINT32 I_GetRefreshRate(void);
|
||||
|
||||
#endif
|
||||
|
|
13
src/m_menu.c
13
src/m_menu.c
|
@ -22,6 +22,7 @@
|
|||
#include "d_main.h"
|
||||
#include "d_netcmd.h"
|
||||
#include "console.h"
|
||||
#include "r_fps.h"
|
||||
#include "r_local.h"
|
||||
#include "hu_stuff.h"
|
||||
#include "g_game.h"
|
||||
|
@ -1380,16 +1381,14 @@ static menuitem_t OP_VideoOptionsMenu[] =
|
|||
|
||||
{IT_HEADER, NULL, "Diagnostic", NULL, 184},
|
||||
{IT_STRING | IT_CVAR, NULL, "Show FPS", &cv_ticrate, 190},
|
||||
{IT_STRING | IT_CVAR, NULL, "Clear Before Redraw", &cv_homremoval, 195},
|
||||
{IT_STRING | IT_CVAR, NULL, "Show \"FOCUS LOST\"", &cv_showfocuslost, 200},
|
||||
{IT_STRING | IT_CVAR, NULL, "FPS Cap", &cv_fpscap, 195},
|
||||
{IT_STRING | IT_CVAR, NULL, "Clear Before Redraw", &cv_homremoval, 200},
|
||||
{IT_STRING | IT_CVAR, NULL, "Show \"FOCUS LOST\"", &cv_showfocuslost, 205},
|
||||
|
||||
#ifdef HWRENDER
|
||||
{IT_HEADER, NULL, "Renderer", NULL, 208},
|
||||
{IT_CALL | IT_STRING, NULL, "OpenGL Options...", M_OpenGLOptionsMenu, 214},
|
||||
{IT_HEADER, NULL, "Renderer", NULL, 213},
|
||||
{IT_CALL | IT_STRING, NULL, "OpenGL Options...", M_OpenGLOptionsMenu, 219},
|
||||
#endif
|
||||
|
||||
{IT_HEADER, NULL, "Experimental", NULL, 222},
|
||||
{IT_STRING | IT_CVAR, NULL, "Frame Interpolation", &cv_frameinterpolation, 228},
|
||||
};
|
||||
|
||||
static menuitem_t OP_VideoModeMenu[] =
|
||||
|
|
46
src/r_fps.c
46
src/r_fps.c
|
@ -21,10 +21,52 @@
|
|||
#include "p_spec.h"
|
||||
#include "r_state.h"
|
||||
#include "z_zone.h"
|
||||
#include "console.h" // con_startup_loadprogress
|
||||
#ifdef HWRENDER
|
||||
#include "hardware/hw_main.h" // for cv_glshearing
|
||||
#endif
|
||||
|
||||
static CV_PossibleValue_t fpscap_cons_t[] = {
|
||||
{-1, "Match refresh rate"},
|
||||
{0, "Unlimited"},
|
||||
#ifdef DEVELOP
|
||||
// Lower values are actually pretty useful for debugging interp problems!
|
||||
{1, "One Singular Frame"},
|
||||
{10, "10"},
|
||||
{20, "20"},
|
||||
{25, "25"},
|
||||
{30, "30"},
|
||||
#endif
|
||||
{35, "35"},
|
||||
{50, "50"},
|
||||
{60, "60"},
|
||||
{70, "70"},
|
||||
{75, "75"},
|
||||
{90, "90"},
|
||||
{100, "100"},
|
||||
{120, "120"},
|
||||
{144, "144"},
|
||||
{200, "200"},
|
||||
{240, "240"},
|
||||
{0, NULL}
|
||||
};
|
||||
consvar_t cv_fpscap = CVAR_INIT ("fpscap", "Match refresh rate", CV_SAVE, fpscap_cons_t, NULL);
|
||||
|
||||
UINT32 R_GetFramerateCap(void)
|
||||
{
|
||||
if (cv_fpscap.value < 0)
|
||||
{
|
||||
return I_GetRefreshRate();
|
||||
}
|
||||
|
||||
return cv_fpscap.value;
|
||||
}
|
||||
|
||||
boolean R_UsingFrameInterpolation(void)
|
||||
{
|
||||
return (R_GetFramerateCap() != TICRATE); // maybe use ">" instead?
|
||||
}
|
||||
|
||||
static viewvars_t p1view_old;
|
||||
static viewvars_t p1view_new;
|
||||
static viewvars_t p2view_old;
|
||||
|
@ -179,7 +221,7 @@ void R_SetViewContext(enum viewcontext_e _viewcontext)
|
|||
|
||||
fixed_t R_InterpolateFixed(fixed_t from, fixed_t to)
|
||||
{
|
||||
if (cv_frameinterpolation.value == 0)
|
||||
if (!R_UsingFrameInterpolation())
|
||||
{
|
||||
return to;
|
||||
}
|
||||
|
@ -189,7 +231,7 @@ fixed_t R_InterpolateFixed(fixed_t from, fixed_t to)
|
|||
|
||||
angle_t R_InterpolateAngle(angle_t from, angle_t to)
|
||||
{
|
||||
if (cv_frameinterpolation.value == 0)
|
||||
if (!R_UsingFrameInterpolation())
|
||||
{
|
||||
return to;
|
||||
}
|
||||
|
|
|
@ -19,6 +19,11 @@
|
|||
#include "p_local.h"
|
||||
#include "r_state.h"
|
||||
|
||||
extern consvar_t cv_fpscap;
|
||||
|
||||
UINT32 R_GetFramerateCap(void);
|
||||
boolean R_UsingFrameInterpolation(void);
|
||||
|
||||
enum viewcontext_e
|
||||
{
|
||||
VIEWCONTEXT_PLAYER1 = 0,
|
||||
|
|
|
@ -168,9 +168,6 @@ consvar_t cv_drawdist_precip = CVAR_INIT ("drawdist_precip", "1024", CV_SAVE, dr
|
|||
//consvar_t cv_precipdensity = CVAR_INIT ("precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL);
|
||||
consvar_t cv_fov = CVAR_INIT ("fov", "90", CV_FLOAT|CV_CALL, fov_cons_t, Fov_OnChange);
|
||||
|
||||
// Frame interpolation/uncapped
|
||||
consvar_t cv_frameinterpolation = {"frameinterpolation", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
// Okay, whoever said homremoval causes a performance hit should be shot.
|
||||
consvar_t cv_homremoval = CVAR_INIT ("homremoval", "No", CV_SAVE, homremoval_cons_t, NULL);
|
||||
|
||||
|
@ -1199,7 +1196,7 @@ void R_SetupFrame(player_t *player)
|
|||
// newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT);
|
||||
// newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
|
||||
|
||||
R_InterpolateView(cv_frameinterpolation.value == 1 ? rendertimefrac : FRACUNIT);
|
||||
R_InterpolateView(R_UsingFrameInterpolation() ? rendertimefrac : FRACUNIT);
|
||||
}
|
||||
|
||||
void R_SkyboxFrame(player_t *player)
|
||||
|
@ -1343,7 +1340,7 @@ void R_SkyboxFrame(player_t *player)
|
|||
// newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT);
|
||||
// newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
|
||||
|
||||
R_InterpolateView(cv_frameinterpolation.value == 1 ? rendertimefrac : FRACUNIT);
|
||||
R_InterpolateView(R_UsingFrameInterpolation() ? rendertimefrac : FRACUNIT);
|
||||
}
|
||||
|
||||
boolean R_ViewpointHasChasecam(player_t *player)
|
||||
|
@ -1627,5 +1624,5 @@ void R_RegisterEngineStuff(void)
|
|||
CV_RegisterVar(&cv_movebob);
|
||||
|
||||
// Frame interpolation/uncapped
|
||||
CV_RegisterVar(&cv_frameinterpolation);
|
||||
CV_RegisterVar(&cv_fpscap);
|
||||
}
|
||||
|
|
|
@ -119,9 +119,6 @@ extern consvar_t cv_fov;
|
|||
extern consvar_t cv_skybox;
|
||||
extern consvar_t cv_tailspickup;
|
||||
|
||||
// Frame interpolation (uncapped framerate)
|
||||
extern consvar_t cv_frameinterpolation;
|
||||
|
||||
// Called by startup code.
|
||||
void R_Init(void);
|
||||
|
||||
|
|
|
@ -1148,7 +1148,7 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
|
|||
// for frame interpolation
|
||||
interpmobjstate_t interp = {0};
|
||||
|
||||
if (cv_frameinterpolation.value == 1 && !paused)
|
||||
if (R_UsingFrameInterpolation() && !paused)
|
||||
{
|
||||
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
||||
}
|
||||
|
@ -1281,7 +1281,7 @@ static void R_SkewShadowSprite(
|
|||
// for frame interpolation
|
||||
interpmobjstate_t interp = {0};
|
||||
|
||||
if (cv_frameinterpolation.value == 1 && !paused)
|
||||
if (R_UsingFrameInterpolation() && !paused)
|
||||
{
|
||||
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
||||
}
|
||||
|
@ -1324,7 +1324,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
|
|||
|
||||
if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
|
||||
|
||||
if (cv_frameinterpolation.value == 1 && !paused)
|
||||
if (R_UsingFrameInterpolation() && !paused)
|
||||
{
|
||||
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
||||
}
|
||||
|
@ -1530,7 +1530,7 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
interpmobjstate_t interp = {0};
|
||||
|
||||
// do interpolation
|
||||
if (cv_frameinterpolation.value == 1 && !paused)
|
||||
if (R_UsingFrameInterpolation() && !paused)
|
||||
{
|
||||
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
||||
}
|
||||
|
@ -1850,7 +1850,7 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
fixed_t linkscale;
|
||||
|
||||
thing = thing->tracer;
|
||||
if (cv_frameinterpolation.value == 1 && !paused)
|
||||
if (R_UsingFrameInterpolation() && !paused)
|
||||
{
|
||||
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
||||
}
|
||||
|
@ -2210,7 +2210,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|||
interpmobjstate_t interp = {0};
|
||||
|
||||
// do interpolation
|
||||
if (cv_frameinterpolation.value == 1 && !paused)
|
||||
if (R_UsingFrameInterpolation() && !paused)
|
||||
{
|
||||
R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp);
|
||||
}
|
||||
|
|
102
src/screen.c
102
src/screen.c
|
@ -33,12 +33,15 @@
|
|||
#include "s_sound.h" // ditto
|
||||
#include "g_game.h" // ditto
|
||||
#include "p_local.h" // P_AutoPause()
|
||||
|
||||
#ifdef HWRENDER
|
||||
#include "hardware/hw_main.h"
|
||||
#include "hardware/hw_light.h"
|
||||
#include "hardware/hw_model.h"
|
||||
#endif
|
||||
|
||||
// SRB2Kart
|
||||
#include "r_fps.h" // R_GetFramerateCap
|
||||
|
||||
#if defined (USEASM) && !defined (NORUSEASM)//&& (!defined (_MSC_VER) || (_MSC_VER <= 1200))
|
||||
#define RUSEASM //MSC.NET can't patch itself
|
||||
|
@ -67,6 +70,7 @@ static CV_PossibleValue_t scr_depth_cons_t[] = {{8, "8 bits"}, {16, "16 bits"},
|
|||
consvar_t cv_scr_width = CVAR_INIT ("scr_width", "1280", CV_SAVE, CV_Unsigned, NULL);
|
||||
consvar_t cv_scr_height = CVAR_INIT ("scr_height", "800", CV_SAVE, CV_Unsigned, NULL);
|
||||
consvar_t cv_scr_depth = CVAR_INIT ("scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL);
|
||||
|
||||
consvar_t cv_renderview = CVAR_INIT ("renderview", "On", 0, CV_OnOff, NULL);
|
||||
|
||||
CV_PossibleValue_t cv_renderer_t[] = {
|
||||
|
@ -447,86 +451,82 @@ boolean SCR_IsAspectCorrect(INT32 width, INT32 height)
|
|||
);
|
||||
}
|
||||
|
||||
// XMOD FPS display
|
||||
// moved out of os-specific code for consistency
|
||||
static boolean fpsgraph[TICRATE];
|
||||
static tic_t lasttic;
|
||||
static tic_t totaltics;
|
||||
double averageFPS = 0.0f;
|
||||
|
||||
static UINT32 fpstime = 0;
|
||||
static UINT32 lastupdatetime = 0;
|
||||
#define FPS_SAMPLE_RATE (50000) // How often to update FPS samples, in microseconds
|
||||
#define NUM_FPS_SAMPLES 16 // Number of samples to store
|
||||
|
||||
#define FPSUPDATERATE 1/20 // What fraction of a second to update at. The fraction will not simplify to 0, trust me.
|
||||
#define FPSMAXSAMPLES 16
|
||||
static double fps_samples[NUM_FPS_SAMPLES];
|
||||
|
||||
static UINT32 fpssamples[FPSMAXSAMPLES];
|
||||
static UINT32 fpssampleslen = 0;
|
||||
static UINT32 fpssum = 0;
|
||||
double aproxfps = 0.0f;
|
||||
|
||||
void SCR_CalcAproxFps(void)
|
||||
void SCR_CalculateFPS(void)
|
||||
{
|
||||
tic_t i = 0;
|
||||
tic_t ontic = I_GetTime();
|
||||
static boolean init = false;
|
||||
|
||||
totaltics = 0;
|
||||
static precise_t startTime = 0;
|
||||
precise_t endTime = 0;
|
||||
|
||||
// Update FPS time
|
||||
if (I_PreciseToMicros(fpstime - lastupdatetime) > 1000000 * FPSUPDATERATE)
|
||||
static precise_t updateTime = 0;
|
||||
int updateElapsed = 0;
|
||||
int i;
|
||||
|
||||
endTime = I_GetPreciseTime();
|
||||
|
||||
if (init == false)
|
||||
{
|
||||
if (fpssampleslen == FPSMAXSAMPLES)
|
||||
{
|
||||
fpssum -= fpssamples[0];
|
||||
|
||||
for (i = 1; i < fpssampleslen; i++)
|
||||
fpssamples[i-1] = fpssamples[i];
|
||||
}
|
||||
else
|
||||
fpssampleslen++;
|
||||
|
||||
fpssamples[fpssampleslen-1] = I_GetPreciseTime() - fpstime;
|
||||
fpssum += fpssamples[fpssampleslen-1];
|
||||
|
||||
aproxfps = 1000000 / (I_PreciseToMicros(fpssum) / (double)fpssampleslen);
|
||||
|
||||
lastupdatetime = I_GetPreciseTime();
|
||||
startTime = updateTime = endTime;
|
||||
init = true;
|
||||
return;
|
||||
}
|
||||
|
||||
fpstime = I_GetPreciseTime();
|
||||
updateElapsed = I_PreciseToMicros(endTime - updateTime);
|
||||
|
||||
// Update ticrate time
|
||||
for (i = lasttic + 1; i < TICRATE+lasttic && i < ontic; ++i)
|
||||
fpsgraph[i % TICRATE] = false;
|
||||
if (updateElapsed >= FPS_SAMPLE_RATE)
|
||||
{
|
||||
static int sampleIndex = 0;
|
||||
int frameElapsed = I_PreciseToMicros(endTime - startTime);
|
||||
|
||||
fpsgraph[ontic % TICRATE] = true;
|
||||
fps_samples[sampleIndex] = frameElapsed / 1000.0f;
|
||||
|
||||
for (i = 0;i < TICRATE;++i)
|
||||
if (fpsgraph[i])
|
||||
++totaltics;
|
||||
sampleIndex++;
|
||||
if (sampleIndex >= NUM_FPS_SAMPLES)
|
||||
sampleIndex = 0;
|
||||
|
||||
lasttic = ontic;
|
||||
averageFPS = 0.0f;
|
||||
for (i = 0; i < NUM_FPS_SAMPLES; i++)
|
||||
{
|
||||
averageFPS += fps_samples[i];
|
||||
}
|
||||
averageFPS = 1000.0f / (averageFPS / NUM_FPS_SAMPLES);
|
||||
|
||||
updateTime = endTime;
|
||||
}
|
||||
|
||||
startTime = endTime;
|
||||
}
|
||||
|
||||
void SCR_DisplayTicRate(void)
|
||||
{
|
||||
INT32 ticcntcolor = 0;
|
||||
const INT32 h = vid.height-(8*vid.dupy);
|
||||
UINT32 cap = R_GetFramerateCap();
|
||||
double fps = ceil(averageFPS);
|
||||
|
||||
if (gamestate == GS_NULL)
|
||||
return;
|
||||
|
||||
if (totaltics <= TICRATE/2) ticcntcolor = V_REDMAP;
|
||||
else if (totaltics == TICRATE) ticcntcolor = V_GREENMAP;
|
||||
if (totaltics <= cap/2) ticcntcolor = V_REDMAP;
|
||||
else if (totaltics >= cap) ticcntcolor = V_GREENMAP;
|
||||
|
||||
if (cv_ticrate.value == 2) // compact counter
|
||||
V_DrawString(vid.width-(24*vid.dupx), h,
|
||||
ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%03.0f", aproxfps));
|
||||
V_DrawString(vid.width-(32*vid.dupx), h,
|
||||
ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%04.0f", fps));
|
||||
else if (cv_ticrate.value == 1) // full counter
|
||||
{
|
||||
V_DrawString(vid.width-(88*vid.dupx), h,
|
||||
V_DrawString(vid.width-(104*vid.dupx), h,
|
||||
V_YELLOWMAP|V_NOSCALESTART|V_USERHUDTRANS, "FPS:");
|
||||
V_DrawString(vid.width-(56*vid.dupx), h,
|
||||
ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%03.0f/%03u", aproxfps, TICRATE));
|
||||
V_DrawString(vid.width-(72*vid.dupx), h,
|
||||
ticcntcolor|V_NOSCALESTART|V_USERHUDTRANS, va("%4.0f/%4u", fps, cap));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -181,7 +181,8 @@ extern boolean R_SSE2;
|
|||
extern viddef_t vid;
|
||||
extern INT32 setmodeneeded; // mode number to set if needed, or 0
|
||||
extern UINT8 setrenderneeded;
|
||||
extern double aproxfps;
|
||||
|
||||
extern double averageFPS;
|
||||
|
||||
void SCR_ChangeRenderer(void);
|
||||
|
||||
|
@ -212,7 +213,7 @@ void SCR_CheckDefaultMode(void);
|
|||
// Set the mode number which is saved in the config
|
||||
void SCR_SetDefaultMode(void);
|
||||
|
||||
void SCR_CalcAproxFps(void);
|
||||
void SCR_CalculateFPS(void);
|
||||
|
||||
FUNCMATH boolean SCR_IsAspectCorrect(INT32 width, INT32 height);
|
||||
|
||||
|
|
|
@ -186,6 +186,7 @@ static char returnWadPath[256];
|
|||
#include "../m_argv.h"
|
||||
|
||||
#include "../r_main.h" // Frame interpolation/uncapped
|
||||
#include "../r_fps.h"
|
||||
|
||||
#ifdef MAC_ALERT
|
||||
#include "macosx/mac_alert.h"
|
||||
|
@ -2200,6 +2201,57 @@ void I_Sleep(void)
|
|||
SDL_Delay(cv_sleep.value);
|
||||
}
|
||||
|
||||
boolean I_CheckFrameCap(precise_t start, precise_t end)
|
||||
{
|
||||
UINT32 capFrames = R_GetFramerateCap();
|
||||
int capMicros = 0;
|
||||
|
||||
int elapsed;
|
||||
|
||||
if (capFrames == 0)
|
||||
{
|
||||
// We don't want to cap.
|
||||
return false;
|
||||
}
|
||||
|
||||
elapsed = I_PreciseToMicros(end - start);
|
||||
capMicros = 1000000 / capFrames;
|
||||
|
||||
if (elapsed < capMicros)
|
||||
{
|
||||
// Wait to draw the next frame.
|
||||
UINT32 wait = ((capMicros - elapsed) / 1000);
|
||||
|
||||
if (cv_sleep.value > 1)
|
||||
{
|
||||
// 1 is the default, and in non-interpolated mode is just the bare minimum wait.
|
||||
// Since we're already adding some wait with an FPS cap, only apply when it's above 1.
|
||||
wait += cv_sleep.value - 1;
|
||||
}
|
||||
|
||||
// If the wait's greater than our granularity value,
|
||||
// we'll just burn the couple extra cycles in the main loop
|
||||
// in order to get to the next frame.
|
||||
// This makes us get to the exact FPS cap more often.
|
||||
|
||||
// Higher values have more wasted CPU cycles, but the in-game frame performance is better.
|
||||
// 10ms is the average clock tick of most OS scheduling.
|
||||
// 15ms is a little more than that, for leniency on slow machines. (This helps mine reach a stable 60, at least!)
|
||||
// (https://www.libsdl.org/release/SDL-1.2.15/docs/html/sdldelay.html)
|
||||
#define DELAY_GRANULARITY 15
|
||||
if (wait >= DELAY_GRANULARITY)
|
||||
{
|
||||
SDL_Delay(wait);
|
||||
}
|
||||
#undef DELAY_GRANULARITY
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Waited enough to draw again.
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef NEWSIGNALHANDLER
|
||||
static void newsignalhandler_Warn(const char *pr)
|
||||
{
|
||||
|
|
|
@ -1214,7 +1214,7 @@ void I_FinishUpdate(void)
|
|||
if (rendermode == render_none)
|
||||
return; //Alam: No software or OpenGl surface
|
||||
|
||||
SCR_CalcAproxFps();
|
||||
//SCR_CalculateFPS(); // Moved to main loop
|
||||
|
||||
if (I_SkipFrame())
|
||||
return;
|
||||
|
@ -1475,8 +1475,15 @@ static SDL_bool Impl_CreateContext(void)
|
|||
int flags = 0; // Use this to set SDL_RENDERER_* flags now
|
||||
if (usesdl2soft)
|
||||
flags |= SDL_RENDERER_SOFTWARE;
|
||||
#if 0
|
||||
// This shit is BROKEN.
|
||||
// - The version of SDL we're using cannot toggle VSync at runtime. We'll need a new SDL version implemented to have this work properly.
|
||||
// - cv_vidwait is initialized before config is loaded, so it's forced to default value at runtime, and forced off when switching. The config loading code would need restructured.
|
||||
// - With both this & frame interpolation on, I_FinishUpdate takes x10 longer. At this point, it is simpler to use a standard FPS cap.
|
||||
// So you can probably guess why I'm kinda over this, I'm just disabling it.
|
||||
else if (cv_vidwait.value)
|
||||
flags |= SDL_RENDERER_PRESENTVSYNC;
|
||||
#endif
|
||||
|
||||
if (!renderer)
|
||||
renderer = SDL_CreateRenderer(window, -1, flags);
|
||||
|
@ -1961,3 +1968,23 @@ void I_GetCursorPosition(INT32 *x, INT32 *y)
|
|||
{
|
||||
SDL_GetMouseState(x, y);
|
||||
}
|
||||
|
||||
UINT32 I_GetRefreshRate(void)
|
||||
{
|
||||
int index = SDL_GetWindowDisplayIndex(window);
|
||||
SDL_DisplayMode m;
|
||||
|
||||
if (SDL_WasInit(SDL_INIT_VIDEO) == 0)
|
||||
{
|
||||
// Video not init yet.
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (SDL_GetDesktopDisplayMode(index, &m) != 0)
|
||||
{
|
||||
// Error has occurred.
|
||||
return 0;
|
||||
}
|
||||
|
||||
return m.refresh_rate;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue