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Backport new FPS limiter
# Conflicts: # source/rr/src/game.cpp
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1 changed files with 13 additions and 10 deletions
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@ -2918,24 +2918,27 @@ double g_frameDelay = 0.0;
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int viewFPSLimit(void)
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int viewFPSLimit(void)
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{
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{
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if (!r_maxfps)
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return 1;
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static double nextPageDelay = g_frameDelay;
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static double nextPageDelay = g_frameDelay;
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static uint64_t lastFrameTicks = timerGetTicksU64() - (uint64_t) g_frameDelay;
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uint64_t const delay = llrint(nextPageDelay);
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int frameWaiting = 0;
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uint64_t const frameTicks = timerGetTicksU64();
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uint64_t const frameTicks = timerGetTicksU64();
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uint64_t const frameDelay = (uint64_t)llrint(g_frameDelay);
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static uint64_t lastFrameTicks = frameTicks - frameDelay;
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uint64_t elapsedTime = frameTicks-lastFrameTicks;
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uint64_t elapsedTime = frameTicks-lastFrameTicks;
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if (!r_maxfps || elapsedTime >= (uint64_t) nextPageDelay)
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int frameWaiting = 0;
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if (elapsedTime >= delay)
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{
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{
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if (elapsedTime >= (uint64_t) (nextPageDelay + g_frameDelay))
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//If we missed a frame, reset any cumulated remainder from rendering frames early
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{
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if (elapsedTime > frameDelay)
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//If we missed a frame, reset any cumulated remainder from rendering frames early
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nextPageDelay = g_frameDelay;
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nextPageDelay = g_frameDelay;
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}
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else
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else
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{
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nextPageDelay += double(frameDelay-elapsedTime);
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nextPageDelay += g_frameDelay - elapsedTime;
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}
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lastFrameTicks = frameTicks;
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lastFrameTicks = frameTicks;
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++frameWaiting;
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++frameWaiting;
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