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https://github.com/ZDoom/raze-gles.git
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- GZDoom timer code added.
This may come in handy later.
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parent
672a9eb912
commit
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2 changed files with 135 additions and 3 deletions
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@ -36,8 +36,6 @@
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#include <chrono>
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#include <chrono>
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#include <thread>
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#include <thread>
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#include "i_time.h"
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#include "i_time.h"
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#include "c_cvars.h"
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#include "printf.h"
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//==========================================================================
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//==========================================================================
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//
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//
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@ -45,7 +43,12 @@
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//
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//
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//==========================================================================
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//==========================================================================
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static double TimeScale = 1.0;
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static uint64_t FirstFrameStartTime;
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static uint64_t CurrentFrameStartTime;
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static uint64_t FreezeTime;
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int GameTicRate;
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double TimeScale = 1.0;
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static uint64_t GetClockTimeNS()
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static uint64_t GetClockTimeNS()
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{
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{
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@ -53,11 +56,82 @@ static uint64_t GetClockTimeNS()
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return (uint64_t)((duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count()) * (uint64_t)(TimeScale * 1000));
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return (uint64_t)((duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count()) * (uint64_t)(TimeScale * 1000));
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}
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}
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static uint64_t MSToNS(unsigned int ms)
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{
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return static_cast<uint64_t>(ms) * 1'000'000;
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}
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static uint64_t NSToMS(uint64_t ns)
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static uint64_t NSToMS(uint64_t ns)
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{
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{
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return static_cast<uint64_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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}
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static int NSToTic(uint64_t ns)
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{
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return static_cast<int>(ns * GameTicRate / 1'000'000'000);
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}
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static uint64_t TicToNS(int tic)
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{
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return static_cast<uint64_t>(tic) * 1'000'000'000 / GameTicRate;
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}
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void I_SetFrameTime()
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{
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// Must only be called once per frame/swapbuffers.
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//
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// Caches all timing information for the current rendered frame so that any
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// calls to I_GetTime or I_GetTimeFrac will return
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// the same time.
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if (FreezeTime == 0)
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{
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CurrentFrameStartTime = GetClockTimeNS();
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if (FirstFrameStartTime == 0)
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FirstFrameStartTime = CurrentFrameStartTime;
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}
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}
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void I_WaitVBL(int count)
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{
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// I_WaitVBL is never used to actually synchronize to the vertical blank.
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// Instead, it's used for delay purposes. Doom used a 70 Hz display mode,
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// so that's what we use to determine how long to wait for.
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std::this_thread::sleep_for(std::chrono::milliseconds(1000 * count / 70));
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I_SetFrameTime();
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}
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int I_WaitForTic(int prevtic)
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{
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// Waits until the current tic is greater than prevtic. Time must not be frozen.
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int time;
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while ((time = I_GetTime()) <= prevtic)
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{
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// Windows-specific note:
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// The minimum amount of time a thread can sleep is controlled by timeBeginPeriod.
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// We set this to 1 ms in DoMain.
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const uint64_t next = FirstFrameStartTime + TicToNS(prevtic + 1);
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const uint64_t now = I_nsTime();
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if (next > now)
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{
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const uint64_t sleepTime = NSToMS(next - now);
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if (sleepTime > 2)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(sleepTime - 2));
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}
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}
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I_SetFrameTime();
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}
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return time;
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}
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uint64_t I_nsTime()
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uint64_t I_nsTime()
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{
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{
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return GetClockTimeNS();
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return GetClockTimeNS();
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@ -68,3 +142,38 @@ uint64_t I_msTime()
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return NSToMS(I_nsTime());
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return NSToMS(I_nsTime());
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}
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}
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uint64_t I_msTimeFS() // from "start"
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{
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return (FirstFrameStartTime == 0) ? 0 : NSToMS(I_nsTime() - FirstFrameStartTime);
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}
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int I_GetTime()
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{
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return NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
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}
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double I_GetTimeFrac()
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{
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int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
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uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic);
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uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1);
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return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
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}
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void I_FreezeTime(bool frozen)
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{
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if (frozen)
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{
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assert(FreezeTime == 0);
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FreezeTime = GetClockTimeNS();
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}
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else
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{
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assert(FreezeTime != 0);
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FirstFrameStartTime += GetClockTimeNS() - FreezeTime;
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FreezeTime = 0;
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I_SetFrameTime();
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}
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}
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@ -2,8 +2,31 @@
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#include <stdint.h>
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#include <stdint.h>
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extern int GameTicRate;
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extern double TimeScale;
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// Called by D_DoomLoop, sets the time for the current frame
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void I_SetFrameTime();
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// Called by D_DoomLoop, returns current time in tics.
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int I_GetTime();
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double I_GetTimeFrac();
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// like I_GetTime, except it waits for a new tic before returning
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int I_WaitForTic(int);
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// Freezes tic counting temporarily. While frozen, calls to I_GetTime()
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// will always return the same value.
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// You must also not call I_WaitForTic() while freezing time, since the
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// tic will never arrive (unless it's the current one).
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void I_FreezeTime(bool frozen);
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// [RH] Returns millisecond-accurate time
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// [RH] Returns millisecond-accurate time
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uint64_t I_msTime();
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uint64_t I_msTime();
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// [SP] Returns millisecond-accurate time from start
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uint64_t I_msTimeFS();
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// Nanosecond-accurate time
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// Nanosecond-accurate time
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uint64_t I_nsTime();
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uint64_t I_nsTime();
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