mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 11:10:47 +00:00
Wait to run G_MoveLoop() until a frame has just been rendered
This should give G_MoveLoop() a better chance to not run past the time when another frame is to be drawn. git-svn-id: https://svn.eduke32.com/eduke32@8195 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
9fadf6032d
commit
ca789dc4d0
2 changed files with 55 additions and 42 deletions
|
@ -6321,7 +6321,7 @@ int G_FPSLimit(void)
|
||||||
uint64_t const elapsedTime = frameTicks - lastFrameTicks;
|
uint64_t const elapsedTime = frameTicks - lastFrameTicks;
|
||||||
double const dElapsedTime = elapsedTime;
|
double const dElapsedTime = elapsedTime;
|
||||||
|
|
||||||
if (dElapsedTime >= floor(nextPageDelay))
|
if (dElapsedTime >= nextPageDelay)
|
||||||
{
|
{
|
||||||
if (dElapsedTime <= nextPageDelay+g_frameDelay)
|
if (dElapsedTime <= nextPageDelay+g_frameDelay)
|
||||||
nextPageDelay += g_frameDelay-dElapsedTime;
|
nextPageDelay += g_frameDelay-dElapsedTime;
|
||||||
|
@ -6859,53 +6859,66 @@ MAIN_LOOP_RESTART:
|
||||||
|
|
||||||
OSD_DispatchQueued();
|
OSD_DispatchQueued();
|
||||||
|
|
||||||
char gameUpdate = false;
|
static bool frameJustDrawn;
|
||||||
double const gameUpdateStartTime = timerGetHiTicks();
|
bool gameUpdate = false;
|
||||||
|
double gameUpdateStartTime = timerGetHiTicks();
|
||||||
|
|
||||||
if (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU|MODE_DEMO)) == 0) && totalclock >= ototalclock+TICSPERFRAME)
|
if (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU|MODE_DEMO)) == 0) && totalclock >= ototalclock+TICSPERFRAME)
|
||||||
{
|
{
|
||||||
if (g_networkMode != NET_DEDICATED_SERVER)
|
do
|
||||||
{
|
{
|
||||||
P_GetInput(myconnectindex);
|
if (g_networkMode != NET_DEDICATED_SERVER)
|
||||||
inputfifo[0][myconnectindex] = localInput;
|
|
||||||
}
|
|
||||||
|
|
||||||
do
|
|
||||||
{
|
|
||||||
if (ready2send == 0) break;
|
|
||||||
|
|
||||||
ototalclock += TICSPERFRAME;
|
|
||||||
|
|
||||||
int const moveClock = (int) totalclock;
|
|
||||||
|
|
||||||
if (((ud.show_help == 0 && (myplayer.gm & MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1)) &&
|
|
||||||
(myplayer.gm & MODE_GAME))
|
|
||||||
{
|
{
|
||||||
G_MoveLoop();
|
if (!frameJustDrawn)
|
||||||
S_Update();
|
break;
|
||||||
|
|
||||||
|
frameJustDrawn = false;
|
||||||
|
|
||||||
|
P_GetInput(myconnectindex);
|
||||||
|
inputfifo[0][myconnectindex] = localInput;
|
||||||
|
}
|
||||||
|
|
||||||
|
do
|
||||||
|
{
|
||||||
|
if (ready2send == 0)
|
||||||
|
break;
|
||||||
|
|
||||||
|
ototalclock += TICSPERFRAME;
|
||||||
|
|
||||||
|
int const moveClock = (int)totalclock;
|
||||||
|
|
||||||
|
if (((ud.show_help == 0 && (myplayer.gm & MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1))
|
||||||
|
&& (myplayer.gm & MODE_GAME))
|
||||||
|
{
|
||||||
|
G_MoveLoop();
|
||||||
|
S_Update();
|
||||||
|
|
||||||
#ifdef __ANDROID__
|
#ifdef __ANDROID__
|
||||||
inputfifo[0][myconnectindex].fvel = 0;
|
inputfifo[0][myconnectindex].fvel = 0;
|
||||||
inputfifo[0][myconnectindex].svel = 0;
|
inputfifo[0][myconnectindex].svel = 0;
|
||||||
inputfifo[0][myconnectindex].avel = 0;
|
inputfifo[0][myconnectindex].avel = 0;
|
||||||
inputfifo[0][myconnectindex].horz = 0;
|
inputfifo[0][myconnectindex].horz = 0;
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
if (totalclock - moveClock >= TICSPERFRAME)
|
if (totalclock - moveClock >= (TICSPERFRAME>>1))
|
||||||
{
|
{
|
||||||
// computing a tic takes longer than a tic, so we're slowing
|
// computing a tic takes longer than half a tic, so we're slowing
|
||||||
// the game down. rather than tightly spinning here, go draw
|
// the game down. rather than tightly spinning here, go draw
|
||||||
// a frame since we're fucked anyway
|
// a frame since we're fucked anyway
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
} while (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU | MODE_DEMO)) == 0) && totalclock >= ototalclock + TICSPERFRAME);
|
||||||
while (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU|MODE_DEMO)) == 0) && totalclock >= ototalclock+TICSPERFRAME);
|
|
||||||
|
|
||||||
gameUpdate = true;
|
gameUpdate = true;
|
||||||
g_gameUpdateTime = timerGetHiTicks()-gameUpdateStartTime;
|
g_gameUpdateTime = timerGetHiTicks() - gameUpdateStartTime;
|
||||||
if (g_gameUpdateAvgTime < 0.f)
|
|
||||||
g_gameUpdateAvgTime = g_gameUpdateTime;
|
if (g_gameUpdateAvgTime <= 0.0)
|
||||||
g_gameUpdateAvgTime = ((GAMEUPDATEAVGTIMENUMSAMPLES-1.f)*g_gameUpdateAvgTime+g_gameUpdateTime)/((float) GAMEUPDATEAVGTIMENUMSAMPLES);
|
g_gameUpdateAvgTime = g_gameUpdateTime;
|
||||||
|
|
||||||
|
g_gameUpdateAvgTime
|
||||||
|
= ((GAMEUPDATEAVGTIMENUMSAMPLES - 1.f) * g_gameUpdateAvgTime + g_gameUpdateTime) / ((float)GAMEUPDATEAVGTIMENUMSAMPLES);
|
||||||
|
} while (0);
|
||||||
}
|
}
|
||||||
|
|
||||||
G_DoCheats();
|
G_DoCheats();
|
||||||
|
@ -6934,9 +6947,9 @@ MAIN_LOOP_RESTART:
|
||||||
videoNextPage();
|
videoNextPage();
|
||||||
|
|
||||||
if (gameUpdate)
|
if (gameUpdate)
|
||||||
{
|
|
||||||
g_gameUpdateAndDrawTime = timerGetHiTicks()-gameUpdateStartTime;
|
g_gameUpdateAndDrawTime = timerGetHiTicks()-gameUpdateStartTime;
|
||||||
}
|
|
||||||
|
frameJustDrawn = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// handle CON_SAVE and CON_SAVENN
|
// handle CON_SAVE and CON_SAVENN
|
||||||
|
|
|
@ -92,7 +92,7 @@ int32_t g_gametypeFlags[MAXGAMETYPES] =
|
||||||
GAMETYPE_TDMSPAWN,
|
GAMETYPE_TDMSPAWN,
|
||||||
};
|
};
|
||||||
|
|
||||||
double g_gameUpdateAvgTime = 0.001;
|
double g_gameUpdateAvgTime;
|
||||||
|
|
||||||
int32_t g_actorRespawnTime = 768;
|
int32_t g_actorRespawnTime = 768;
|
||||||
int32_t g_bouncemineRadius = 2500;
|
int32_t g_bouncemineRadius = 2500;
|
||||||
|
|
Loading…
Reference in a new issue