- GZDoom timer code added.

This may come in handy later.
This commit is contained in:
Christoph Oelckers 2020-04-11 23:43:29 +02:00
parent 672a9eb912
commit 69b8976c66
2 changed files with 135 additions and 3 deletions

View file

@ -36,8 +36,6 @@
#include <chrono> #include <chrono>
#include <thread> #include <thread>
#include "i_time.h" #include "i_time.h"
#include "c_cvars.h"
#include "printf.h"
//========================================================================== //==========================================================================
// //
@ -45,7 +43,12 @@
// //
//========================================================================== //==========================================================================
static double TimeScale = 1.0; static uint64_t FirstFrameStartTime;
static uint64_t CurrentFrameStartTime;
static uint64_t FreezeTime;
int GameTicRate;
double TimeScale = 1.0;
static uint64_t GetClockTimeNS() static uint64_t GetClockTimeNS()
{ {
@ -53,11 +56,82 @@ static uint64_t GetClockTimeNS()
return (uint64_t)((duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count()) * (uint64_t)(TimeScale * 1000)); return (uint64_t)((duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count()) * (uint64_t)(TimeScale * 1000));
} }
static uint64_t MSToNS(unsigned int ms)
{
return static_cast<uint64_t>(ms) * 1'000'000;
}
static uint64_t NSToMS(uint64_t ns) static uint64_t NSToMS(uint64_t ns)
{ {
return static_cast<uint64_t>(ns / 1'000'000); return static_cast<uint64_t>(ns / 1'000'000);
} }
static int NSToTic(uint64_t ns)
{
return static_cast<int>(ns * GameTicRate / 1'000'000'000);
}
static uint64_t TicToNS(int tic)
{
return static_cast<uint64_t>(tic) * 1'000'000'000 / GameTicRate;
}
void I_SetFrameTime()
{
// Must only be called once per frame/swapbuffers.
//
// Caches all timing information for the current rendered frame so that any
// calls to I_GetTime or I_GetTimeFrac will return
// the same time.
if (FreezeTime == 0)
{
CurrentFrameStartTime = GetClockTimeNS();
if (FirstFrameStartTime == 0)
FirstFrameStartTime = CurrentFrameStartTime;
}
}
void I_WaitVBL(int count)
{
// I_WaitVBL is never used to actually synchronize to the vertical blank.
// Instead, it's used for delay purposes. Doom used a 70 Hz display mode,
// so that's what we use to determine how long to wait for.
std::this_thread::sleep_for(std::chrono::milliseconds(1000 * count / 70));
I_SetFrameTime();
}
int I_WaitForTic(int prevtic)
{
// Waits until the current tic is greater than prevtic. Time must not be frozen.
int time;
while ((time = I_GetTime()) <= prevtic)
{
// Windows-specific note:
// The minimum amount of time a thread can sleep is controlled by timeBeginPeriod.
// We set this to 1 ms in DoMain.
const uint64_t next = FirstFrameStartTime + TicToNS(prevtic + 1);
const uint64_t now = I_nsTime();
if (next > now)
{
const uint64_t sleepTime = NSToMS(next - now);
if (sleepTime > 2)
{
std::this_thread::sleep_for(std::chrono::milliseconds(sleepTime - 2));
}
}
I_SetFrameTime();
}
return time;
}
uint64_t I_nsTime() uint64_t I_nsTime()
{ {
return GetClockTimeNS(); return GetClockTimeNS();
@ -68,3 +142,38 @@ uint64_t I_msTime()
return NSToMS(I_nsTime()); return NSToMS(I_nsTime());
} }
uint64_t I_msTimeFS() // from "start"
{
return (FirstFrameStartTime == 0) ? 0 : NSToMS(I_nsTime() - FirstFrameStartTime);
}
int I_GetTime()
{
return NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
}
double I_GetTimeFrac()
{
int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
uint64_t ticStartTime = FirstFrameStartTime + TicToNS(currentTic);
uint64_t ticNextTime = FirstFrameStartTime + TicToNS(currentTic + 1);
return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
}
void I_FreezeTime(bool frozen)
{
if (frozen)
{
assert(FreezeTime == 0);
FreezeTime = GetClockTimeNS();
}
else
{
assert(FreezeTime != 0);
FirstFrameStartTime += GetClockTimeNS() - FreezeTime;
FreezeTime = 0;
I_SetFrameTime();
}
}

View file

@ -2,8 +2,31 @@
#include <stdint.h> #include <stdint.h>
extern int GameTicRate;
extern double TimeScale;
// Called by D_DoomLoop, sets the time for the current frame
void I_SetFrameTime();
// Called by D_DoomLoop, returns current time in tics.
int I_GetTime();
double I_GetTimeFrac();
// like I_GetTime, except it waits for a new tic before returning
int I_WaitForTic(int);
// Freezes tic counting temporarily. While frozen, calls to I_GetTime()
// will always return the same value.
// You must also not call I_WaitForTic() while freezing time, since the
// tic will never arrive (unless it's the current one).
void I_FreezeTime(bool frozen);
// [RH] Returns millisecond-accurate time // [RH] Returns millisecond-accurate time
uint64_t I_msTime(); uint64_t I_msTime();
// [SP] Returns millisecond-accurate time from start
uint64_t I_msTimeFS();
// Nanosecond-accurate time // Nanosecond-accurate time
uint64_t I_nsTime(); uint64_t I_nsTime();