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- fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected.
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parent
0323f54384
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763222b571
6 changed files with 17 additions and 13 deletions
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@ -53,9 +53,9 @@
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/shaders/gl_shader.h"
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static inline float GetTimeFloat()
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static inline double GetTimeFloat()
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{
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return (float)screen->FrameTime * (float)TICRATE / 1000.0f;
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return (double)screen->FrameTime * (double)TICRATE / 1000.;
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}
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CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
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@ -890,7 +890,7 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if ( ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN) )
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{
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float time = GetTimeFloat();
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double time = GetTimeFloat();
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ticFraction = (time - static_cast<int>(time));
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}
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inter = static_cast<double>(curState->Tics - curTics - ticFraction)/static_cast<double>(curState->Tics);
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@ -999,8 +999,8 @@ void gl_RenderModel(GLSprite * spr)
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if( smf->flags & MDL_ROTATING )
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{
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const float time = smf->rotationSpeed*GetTimeFloat()/200.f;
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rotateOffset = float((time - xs_FloorToInt(time)) *360.f );
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const double time = smf->rotationSpeed*GetTimeFloat()/200.;
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rotateOffset = double((time - xs_FloorToInt(time)) *360. );
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}
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// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.
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@ -118,6 +118,10 @@ void FRenderState::Reset()
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bool FRenderState::ApplyShader()
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{
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static int firstFrame = 0;
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if (firstFrame == 0)
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firstFrame = screen->FrameTime;
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static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
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if (mSpecialEffect > EFF_NONE)
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{
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@ -161,7 +165,7 @@ bool FRenderState::ApplyShader()
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeight.Set(mClipHeight);
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activeShader->muClipHeightDirection.Set(mClipHeightDirection);
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activeShader->muTimer.Set(screen->FrameTime * mShaderTimer / 1000.f);
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activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * mShaderTimer / 1000.f);
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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activeShader->muClipSplit.Set(mClipSplit);
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@ -800,8 +800,8 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees;
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// Scroll the sky
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GLRenderer->mSky1Pos = (float)fmod(screen->FrameTime * level.skyspeed1, 1024.f) * 90.f/256.f;
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GLRenderer->mSky2Pos = (float)fmod(screen->FrameTime * level.skyspeed2, 1024.f) * 90.f/256.f;
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GLRenderer->mSky1Pos = (double)fmod(screen->FrameTime * level.skyspeed1, 1024.f) * 90./256.;
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GLRenderer->mSky2Pos = (double)fmod(screen->FrameTime * level.skyspeed2, 1024.f) * 90./256.;
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@ -60,9 +60,9 @@ static uint64_t MSToNS(unsigned int ms)
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return static_cast<uint64_t>(ms) * 1'000'000;
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}
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static uint32_t NSToMS(uint64_t ns)
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static uint64_t NSToMS(uint64_t ns)
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{
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return static_cast<uint32_t>(ns / 1'000'000);
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return static_cast<uint64_t>(ns / 1'000'000);
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}
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static int NSToTic(uint64_t ns)
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@ -125,7 +125,7 @@ uint64_t I_nsTime()
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return GetClockTimeNS();
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}
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unsigned int I_msTime()
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uint64_t I_msTime()
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{
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return NSToMS(I_nsTime());
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}
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@ -20,7 +20,7 @@ int I_WaitForTic(int);
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void I_FreezeTime(bool frozen);
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// [RH] Returns millisecond-accurate time
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unsigned int I_msTime();
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uint64_t I_msTime();
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// Nanosecond-accurate time
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uint64_t I_nsTime();
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@ -453,7 +453,7 @@ public:
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// The original size of the framebuffer as selected in the video menu.
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int VideoWidth = 0;
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int VideoHeight = 0;
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uint32_t FrameTime = 0;
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uint64_t FrameTime = 0;
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protected:
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void DrawRateStuff ();
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