- 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.

This commit is contained in:
Rachael Alexanderson 2017-11-14 15:52:54 -05:00
parent 0323f54384
commit 763222b571
6 changed files with 17 additions and 13 deletions

View File

@ -53,9 +53,9 @@
#include "gl/renderer/gl_renderstate.h"
#include "gl/shaders/gl_shader.h"
static inline float GetTimeFloat()
static inline double GetTimeFloat()
{
return (float)screen->FrameTime * (float)TICRATE / 1000.0f;
return (double)screen->FrameTime * (double)TICRATE / 1000.;
}
CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
@ -890,7 +890,7 @@ void gl_RenderFrameModels( const FSpriteModelFrame *smf,
// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
if ( ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN) )
{
float time = GetTimeFloat();
double time = GetTimeFloat();
ticFraction = (time - static_cast<int>(time));
}
inter = static_cast<double>(curState->Tics - curTics - ticFraction)/static_cast<double>(curState->Tics);
@ -999,8 +999,8 @@ void gl_RenderModel(GLSprite * spr)
if( smf->flags & MDL_ROTATING )
{
const float time = smf->rotationSpeed*GetTimeFloat()/200.f;
rotateOffset = float((time - xs_FloorToInt(time)) *360.f );
const double time = smf->rotationSpeed*GetTimeFloat()/200.;
rotateOffset = double((time - xs_FloorToInt(time)) *360. );
}
// Added MDL_USEACTORPITCH and MDL_USEACTORROLL flags processing.

View File

@ -118,6 +118,10 @@ void FRenderState::Reset()
bool FRenderState::ApplyShader()
{
static int firstFrame = 0;
if (firstFrame == 0)
firstFrame = screen->FrameTime;
static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
if (mSpecialEffect > EFF_NONE)
{
@ -161,7 +165,7 @@ bool FRenderState::ApplyShader()
activeShader->muInterpolationFactor.Set(mInterpolationFactor);
activeShader->muClipHeight.Set(mClipHeight);
activeShader->muClipHeightDirection.Set(mClipHeightDirection);
activeShader->muTimer.Set(screen->FrameTime * mShaderTimer / 1000.f);
activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * mShaderTimer / 1000.f);
activeShader->muAlphaThreshold.Set(mAlphaThreshold);
activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
activeShader->muClipSplit.Set(mClipSplit);

View File

@ -800,8 +800,8 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees;
// Scroll the sky
GLRenderer->mSky1Pos = (float)fmod(screen->FrameTime * level.skyspeed1, 1024.f) * 90.f/256.f;
GLRenderer->mSky2Pos = (float)fmod(screen->FrameTime * level.skyspeed2, 1024.f) * 90.f/256.f;
GLRenderer->mSky1Pos = (double)fmod(screen->FrameTime * level.skyspeed1, 1024.f) * 90./256.;
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)
return static_cast<uint64_t>(ms) * 1'000'000;
}
static uint32_t NSToMS(uint64_t ns)
static uint64_t NSToMS(uint64_t ns)
{
return static_cast<uint32_t>(ns / 1'000'000);
return static_cast<uint64_t>(ns / 1'000'000);
}
static int NSToTic(uint64_t ns)
@ -125,7 +125,7 @@ uint64_t I_nsTime()
return GetClockTimeNS();
}
unsigned int I_msTime()
uint64_t I_msTime()
{
return NSToMS(I_nsTime());
}

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@ -20,7 +20,7 @@ int I_WaitForTic(int);
void I_FreezeTime(bool frozen);
// [RH] Returns millisecond-accurate time
unsigned int I_msTime();
uint64_t I_msTime();
// Nanosecond-accurate time
uint64_t I_nsTime();

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@ -453,7 +453,7 @@ public:
// The original size of the framebuffer as selected in the video menu.
int VideoWidth = 0;
int VideoHeight = 0;
uint32_t FrameTime = 0;
uint64_t FrameTime = 0;
protected:
void DrawRateStuff ();