mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- GZDoom timer code added.
This may come in handy later.
This commit is contained in:
parent
672a9eb912
commit
69b8976c66
2 changed files with 135 additions and 3 deletions
|
@ -36,8 +36,6 @@
|
|||
#include <chrono>
|
||||
#include <thread>
|
||||
#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()
|
||||
{
|
||||
|
@ -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));
|
||||
}
|
||||
|
||||
static uint64_t MSToNS(unsigned int ms)
|
||||
{
|
||||
return static_cast<uint64_t>(ms) * 1'000'000;
|
||||
}
|
||||
|
||||
static uint64_t NSToMS(uint64_t ns)
|
||||
{
|
||||
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()
|
||||
{
|
||||
return GetClockTimeNS();
|
||||
|
@ -68,3 +142,38 @@ uint64_t I_msTime()
|
|||
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();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -2,8 +2,31 @@
|
|||
|
||||
#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
|
||||
uint64_t I_msTime();
|
||||
|
||||
// [SP] Returns millisecond-accurate time from start
|
||||
uint64_t I_msTimeFS();
|
||||
|
||||
// Nanosecond-accurate time
|
||||
uint64_t I_nsTime();
|
||||
|
|
Loading…
Reference in a new issue