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- implement vid_maxfps
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2 changed files with 43 additions and 0 deletions
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@ -59,10 +59,14 @@
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#include "vulkan/system/vk_swapchain.h"
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#include "doomerrors.h"
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#include <chrono>
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#include <thread>
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void Draw2D(F2DDrawer *drawer, FRenderState &state);
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void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown);
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EXTERN_CVAR(Bool, vid_vsync)
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EXTERN_CVAR(Int, vid_maxfps)
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EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Int, screenblocks)
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@ -189,6 +193,8 @@ void VulkanFrameBuffer::Update()
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Flush3D.Unclock();
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FPSLimit();
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Finish.Reset();
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Finish.Clock();
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@ -217,6 +223,40 @@ void VulkanFrameBuffer::Update()
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Super::Update();
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}
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void VulkanFrameBuffer::FPSLimit()
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{
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using namespace std::chrono;
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using namespace std::this_thread;
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if (vid_maxfps <= 0 || vid_vsync)
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return;
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uint64_t targetWakeTime = fpsLimitTime + 1'000'000 / vid_maxfps;
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while (true)
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{
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fpsLimitTime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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int64_t timeToWait = targetWakeTime - fpsLimitTime;
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if (timeToWait > 1'000'000 || timeToWait <= 0)
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{
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break;
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}
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if (timeToWait <= 2'000'000)
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{
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// We are too close to the deadline. OS sleep is not precise enough to wake us before it elapses.
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// Yield execution and check time again.
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sleep_for(nanoseconds(0));
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}
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else
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{
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// Sleep, but try to wake before deadline.
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sleep_for(milliseconds(timeToWait - 1'000'000));
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}
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}
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}
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void VulkanFrameBuffer::DeleteFrameObjects()
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{
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FrameDeleteList.Images.clear();
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@ -107,6 +107,7 @@ private:
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void CopyScreenToBuffer(int w, int h, void *data);
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void UpdateShadowMap();
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void DeleteFrameObjects();
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void FPSLimit();
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std::unique_ptr<VkShaderManager> mShaderManager;
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std::unique_ptr<VkSamplerManager> mSamplerManager;
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@ -131,6 +132,8 @@ private:
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int lastSwapWidth = 0;
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int lastSwapHeight = 0;
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uint64_t fpsLimitTime = 0;
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};
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inline VulkanFrameBuffer *GetVulkanFrameBuffer() { return static_cast<VulkanFrameBuffer*>(screen); }
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