| 1 | /**************************************************************************/ | 
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| 2 | /*  main_timer_sync.cpp                                                   */ | 
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| 3 | /**************************************************************************/ | 
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| 4 | /*                         This file is part of:                          */ | 
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| 5 | /*                             GODOT ENGINE                               */ | 
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| 6 | /*                        https://godotengine.org                         */ | 
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| 7 | /**************************************************************************/ | 
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| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
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| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
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| 10 | /*                                                                        */ | 
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| 11 | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
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| 12 | /* a copy of this software and associated documentation files (the        */ | 
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| 13 | /* "Software"), to deal in the Software without restriction, including    */ | 
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| 14 | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
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| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
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| 16 | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
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| 17 | /* the following conditions:                                              */ | 
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| 18 | /*                                                                        */ | 
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| 19 | /* The above copyright notice and this permission notice shall be         */ | 
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| 20 | /* included in all copies or substantial portions of the Software.        */ | 
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| 21 | /*                                                                        */ | 
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| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
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| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
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| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
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| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
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| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
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| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
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| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
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| 29 | /**************************************************************************/ | 
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| 30 |  | 
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| 31 | #include "main_timer_sync.h" | 
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| 32 |  | 
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| 33 | #include "core/os/os.h" | 
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| 34 | #include "servers/display_server.h" | 
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| 35 |  | 
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| 36 | void MainFrameTime::clamp_process_step(double min_process_step, double max_process_step) { | 
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| 37 | if (process_step < min_process_step) { | 
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| 38 | process_step = min_process_step; | 
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| 39 | } else if (process_step > max_process_step) { | 
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| 40 | process_step = max_process_step; | 
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| 41 | } | 
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| 42 | } | 
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| 43 |  | 
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| 44 | ///////////////////////////////// | 
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| 45 |  | 
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| 46 | void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int64_t p_delta) { | 
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| 47 | // the calling code should prevent 0 or negative values of delta | 
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| 48 | // (preventing divide by zero) | 
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| 49 |  | 
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| 50 | // note that if the estimate gets locked, and something external changes this | 
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| 51 | // (e.g. user changes to non-vsync in the OS), then the results may be less than ideal, | 
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| 52 | // but usually it will detect this via the FPS measurement and not attempt smoothing. | 
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| 53 | // This should be a rare occurrence anyway, and will be cured next time user restarts game. | 
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| 54 | if (_estimate_locked) { | 
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| 55 | return; | 
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| 56 | } | 
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| 57 |  | 
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| 58 | // First average the delta over NUM_READINGS | 
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| 59 | _estimator_total_delta += p_delta; | 
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| 60 | _estimator_delta_readings++; | 
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| 61 |  | 
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| 62 | const int NUM_READINGS = 60; | 
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| 63 |  | 
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| 64 | if (_estimator_delta_readings < NUM_READINGS) { | 
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| 65 | return; | 
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| 66 | } | 
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| 67 |  | 
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| 68 | // use average | 
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| 69 | p_delta = _estimator_total_delta / NUM_READINGS; | 
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| 70 |  | 
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| 71 | // reset the averager for next time | 
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| 72 | _estimator_delta_readings = 0; | 
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| 73 | _estimator_total_delta = 0; | 
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| 74 |  | 
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| 75 | /////////////////////////////// | 
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| 76 |  | 
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| 77 | int fps = Math::round(1000000.0 / p_delta); | 
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| 78 |  | 
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| 79 | // initial estimation, to speed up converging, special case we will estimate the refresh rate | 
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| 80 | // from the first average FPS reading | 
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| 81 | if (_estimated_fps == 0) { | 
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| 82 | // below 50 might be chugging loading stuff, or else | 
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| 83 | // dropping loads of frames, so the estimate will be inaccurate | 
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| 84 | if (fps >= 50) { | 
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| 85 | _estimated_fps = fps; | 
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| 86 | #ifdef GODOT_DEBUG_DELTA_SMOOTHER | 
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| 87 | print_line( "initial guess (average measured) refresh rate: "+ itos(fps)); | 
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| 88 | #endif | 
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| 89 | } else { | 
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| 90 | // can't get started until above 50 | 
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| 91 | return; | 
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| 92 | } | 
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| 93 | } | 
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| 94 |  | 
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| 95 | // we hit our exact estimated refresh rate. | 
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| 96 | // increase our confidence in the estimate. | 
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| 97 | if (fps == _estimated_fps) { | 
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| 98 | // note that each hit is an average of NUM_READINGS frames | 
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| 99 | _hits_at_estimated++; | 
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| 100 |  | 
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| 101 | if (_estimate_complete && _hits_at_estimated == 20) { | 
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| 102 | _estimate_locked = true; | 
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| 103 | #ifdef GODOT_DEBUG_DELTA_SMOOTHER | 
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| 104 | print_line( "estimate LOCKED at "+ itos(_estimated_fps) + " fps"); | 
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| 105 | #endif | 
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| 106 | return; | 
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| 107 | } | 
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| 108 |  | 
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| 109 | // if we are getting pretty confident in this estimate, decide it is complete | 
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| 110 | // (it can still be increased later, and possibly lowered but only for a short time) | 
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| 111 | if ((!_estimate_complete) && (_hits_at_estimated > 2)) { | 
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| 112 | // when the estimate is complete we turn on smoothing | 
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| 113 | if (_estimated_fps) { | 
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| 114 | _estimate_complete = true; | 
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| 115 | _vsync_delta = 1000000 / _estimated_fps; | 
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| 116 |  | 
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| 117 | #ifdef GODOT_DEBUG_DELTA_SMOOTHER | 
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| 118 | print_line( "estimate complete. vsync_delta "+ itos(_vsync_delta) + ", fps "+ itos(_estimated_fps)); | 
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| 119 | #endif | 
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| 120 | } | 
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| 121 | } | 
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| 122 |  | 
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| 123 | #ifdef GODOT_DEBUG_DELTA_SMOOTHER | 
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| 124 | if ((_hits_at_estimated % (400 / NUM_READINGS)) == 0) { | 
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| 125 | String sz = "hits at estimated : "+ itos(_hits_at_estimated) + ", above : "+ itos(_hits_above_estimated) + "( "+ itos(_hits_one_above_estimated) + " ), below : "+ itos(_hits_below_estimated) + " ("+ itos(_hits_one_below_estimated) + " )"; | 
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| 126 |  | 
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| 127 | print_line(sz); | 
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| 128 | } | 
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| 129 | #endif | 
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| 130 |  | 
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| 131 | return; | 
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| 132 | } | 
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| 133 |  | 
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| 134 | const int SIGNIFICANCE_UP = 1; | 
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| 135 | const int SIGNIFICANCE_DOWN = 2; | 
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| 136 |  | 
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| 137 | // we are not usually interested in slowing the estimate | 
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| 138 | // but we may have overshot, so make it possible to reduce | 
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| 139 | if (fps < _estimated_fps) { | 
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| 140 | // micro changes | 
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| 141 | if (fps == (_estimated_fps - 1)) { | 
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| 142 | _hits_one_below_estimated++; | 
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| 143 |  | 
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| 144 | if ((_hits_one_below_estimated > _hits_at_estimated) && (_hits_one_below_estimated > SIGNIFICANCE_DOWN)) { | 
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| 145 | _estimated_fps--; | 
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| 146 | made_new_estimate(); | 
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| 147 | } | 
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| 148 |  | 
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| 149 | return; | 
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| 150 | } else { | 
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| 151 | _hits_below_estimated++; | 
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| 152 |  | 
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| 153 | // don't allow large lowering if we are established at a refresh rate, as it will probably be dropped frames | 
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| 154 | bool established = _estimate_complete && (_hits_at_estimated > 10); | 
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| 155 |  | 
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| 156 | // macro changes | 
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| 157 | // note there is a large barrier to macro lowering. That is because it is more likely to be dropped frames | 
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| 158 | // than mis-estimation of the refresh rate. | 
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| 159 | if (!established) { | 
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| 160 | if (((_hits_below_estimated / 8) > _hits_at_estimated) && (_hits_below_estimated > SIGNIFICANCE_DOWN)) { | 
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| 161 | // decrease the estimate | 
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| 162 | _estimated_fps--; | 
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| 163 | made_new_estimate(); | 
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| 164 | } | 
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| 165 | } | 
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| 166 |  | 
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| 167 | return; | 
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| 168 | } | 
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| 169 | } | 
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| 170 |  | 
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| 171 | // Changes increasing the estimate. | 
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| 172 | // micro changes | 
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| 173 | if (fps == (_estimated_fps + 1)) { | 
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| 174 | _hits_one_above_estimated++; | 
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| 175 |  | 
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| 176 | if ((_hits_one_above_estimated > _hits_at_estimated) && (_hits_one_above_estimated > SIGNIFICANCE_UP)) { | 
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| 177 | _estimated_fps++; | 
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| 178 | made_new_estimate(); | 
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| 179 | } | 
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| 180 | return; | 
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| 181 | } else { | 
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| 182 | _hits_above_estimated++; | 
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| 183 |  | 
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| 184 | // macro changes | 
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| 185 | if ((_hits_above_estimated > _hits_at_estimated) && (_hits_above_estimated > SIGNIFICANCE_UP)) { | 
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| 186 | // increase the estimate | 
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| 187 | int change = fps - _estimated_fps; | 
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| 188 | change /= 2; | 
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| 189 | change = MAX(1, change); | 
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| 190 |  | 
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| 191 | _estimated_fps += change; | 
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| 192 | made_new_estimate(); | 
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| 193 | } | 
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| 194 | return; | 
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| 195 | } | 
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| 196 | } | 
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| 197 |  | 
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| 198 | bool MainTimerSync::DeltaSmoother::fps_allows_smoothing(int64_t p_delta) { | 
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| 199 | _measurement_time += p_delta; | 
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| 200 | _measurement_frame_count++; | 
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| 201 |  | 
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| 202 | if (_measurement_frame_count == _measurement_end_frame) { | 
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| 203 | // only switch on or off if the estimate is complete | 
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| 204 | if (_estimate_complete) { | 
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| 205 | int64_t time_passed = _measurement_time - _measurement_start_time; | 
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| 206 |  | 
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| 207 | // average delta | 
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| 208 | time_passed /= MEASURE_FPS_OVER_NUM_FRAMES; | 
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| 209 |  | 
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| 210 | // estimate fps | 
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| 211 | if (time_passed) { | 
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| 212 | double fps = 1000000.0 / time_passed; | 
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| 213 | double ratio = fps / (double)_estimated_fps; | 
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| 214 |  | 
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| 215 | //print_line("ratio : " + String(Variant(ratio))); | 
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| 216 |  | 
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| 217 | if ((ratio > 0.95) && (ratio < 1.05)) { | 
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| 218 | _measurement_allows_smoothing = true; | 
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| 219 | } else { | 
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| 220 | _measurement_allows_smoothing = false; | 
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| 221 | } | 
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| 222 | } | 
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| 223 | } // estimate complete | 
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| 224 |  | 
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| 225 | // new start time for next iteration | 
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| 226 | _measurement_start_time = _measurement_time; | 
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| 227 | _measurement_end_frame += MEASURE_FPS_OVER_NUM_FRAMES; | 
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| 228 | } | 
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| 229 |  | 
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| 230 | return _measurement_allows_smoothing; | 
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| 231 | } | 
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| 232 |  | 
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| 233 | int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t p_delta) { | 
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| 234 | // Conditions to disable smoothing. | 
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| 235 | // Note that vsync is a request, it cannot be relied on, the OS may override this. | 
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| 236 | // If the OS turns vsync on without vsync in the app, smoothing will not be enabled. | 
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| 237 | // If the OS turns vsync off with sync enabled in the app, the smoothing must detect this | 
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| 238 | // via the error metric and switch off. | 
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| 239 | // Also only try smoothing if vsync is enabled (classical vsync, not new types) .. | 
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| 240 | // This condition is currently checked before calling smooth_delta(). | 
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| 241 | if (!OS::get_singleton()->is_delta_smoothing_enabled() || Engine::get_singleton()->is_editor_hint()) { | 
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| 242 | return p_delta; | 
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| 243 | } | 
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| 244 |  | 
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| 245 | // only attempt smoothing if vsync is selected | 
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| 246 | DisplayServer::VSyncMode vsync_mode = DisplayServer::get_singleton()->window_get_vsync_mode(DisplayServer::MAIN_WINDOW_ID); | 
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| 247 | if (vsync_mode != DisplayServer::VSYNC_ENABLED) { | 
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| 248 | return p_delta; | 
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| 249 | } | 
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| 250 |  | 
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| 251 | // Very important, ignore long deltas and pass them back unmodified. | 
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| 252 | // This is to deal with resuming after suspend for long periods. | 
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| 253 | if (p_delta > 1000000) { | 
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| 254 | return p_delta; | 
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| 255 | } | 
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| 256 |  | 
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| 257 | // keep a running guesstimate of the FPS, and turn off smoothing if | 
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| 258 | // conditions not close to the estimated FPS | 
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| 259 | if (!fps_allows_smoothing(p_delta)) { | 
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| 260 | return p_delta; | 
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| 261 | } | 
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| 262 |  | 
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| 263 | // we can't cope with negative deltas .. OS bug on some hardware | 
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| 264 | // and also very small deltas caused by vsync being off. | 
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| 265 | // This could possibly be part of a hiccup, this value isn't fixed in stone... | 
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| 266 | if (p_delta < 1000) { | 
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| 267 | return p_delta; | 
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| 268 | } | 
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| 269 |  | 
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| 270 | // note still some vsync off will still get through to this point... | 
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| 271 | // and we need to cope with it by not converging the estimator / and / or not smoothing | 
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| 272 | update_refresh_rate_estimator(p_delta); | 
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| 273 |  | 
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| 274 | // no smoothing until we know what the refresh rate is | 
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| 275 | if (!_estimate_complete) { | 
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| 276 | return p_delta; | 
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| 277 | } | 
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| 278 |  | 
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| 279 | // accumulate the time we have available to use | 
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| 280 | _leftover_time += p_delta; | 
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| 281 |  | 
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| 282 | // how many vsyncs units can we fit? | 
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| 283 | int64_t units = _leftover_time / _vsync_delta; | 
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| 284 |  | 
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| 285 | // a delta must include minimum 1 vsync | 
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| 286 | // (if it is less than that, it is either random error or we are no longer running at the vsync rate, | 
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| 287 | // in which case we should switch off delta smoothing, or re-estimate the refresh rate) | 
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| 288 | units = MAX(units, 1); | 
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| 289 |  | 
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| 290 | _leftover_time -= units * _vsync_delta; | 
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| 291 | // print_line("units " + itos(units) + ", leftover " + itos(_leftover_time/1000) + " ms"); | 
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| 292 |  | 
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| 293 | return units * _vsync_delta; | 
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| 294 | } | 
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| 295 |  | 
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| 296 | ///////////////////////////////////// | 
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| 297 |  | 
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| 298 | // returns the fraction of p_physics_step required for the timer to overshoot | 
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| 299 | // before advance_core considers changing the physics_steps return from | 
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| 300 | // the typical values as defined by typical_physics_steps | 
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| 301 | double MainTimerSync::get_physics_jitter_fix() { | 
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| 302 | return Engine::get_singleton()->get_physics_jitter_fix(); | 
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| 303 | } | 
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| 304 |  | 
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| 305 | // gets our best bet for the average number of physics steps per render frame | 
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| 306 | // return value: number of frames back this data is consistent | 
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| 307 | int MainTimerSync::get_average_physics_steps(double &p_min, double &p_max) { | 
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| 308 | p_min = typical_physics_steps[0]; | 
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| 309 | p_max = p_min + 1; | 
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| 310 |  | 
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| 311 | for (int i = 1; i < CONTROL_STEPS; ++i) { | 
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| 312 | const double typical_lower = typical_physics_steps[i]; | 
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| 313 | const double current_min = typical_lower / (i + 1); | 
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| 314 | if (current_min > p_max) { | 
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| 315 | return i; // bail out if further restrictions would void the interval | 
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| 316 | } else if (current_min > p_min) { | 
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| 317 | p_min = current_min; | 
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| 318 | } | 
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| 319 | const double current_max = (typical_lower + 1) / (i + 1); | 
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| 320 | if (current_max < p_min) { | 
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| 321 | return i; | 
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| 322 | } else if (current_max < p_max) { | 
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| 323 | p_max = current_max; | 
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| 324 | } | 
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| 325 | } | 
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| 326 |  | 
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| 327 | return CONTROL_STEPS; | 
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| 328 | } | 
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| 329 |  | 
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| 330 | // advance physics clock by p_process_step, return appropriate number of steps to simulate | 
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| 331 | MainFrameTime MainTimerSync::advance_core(double p_physics_step, int p_physics_ticks_per_second, double p_process_step) { | 
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| 332 | MainFrameTime ret; | 
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| 333 |  | 
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| 334 | ret.process_step = p_process_step; | 
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| 335 |  | 
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| 336 | // simple determination of number of physics iteration | 
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| 337 | time_accum += ret.process_step; | 
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| 338 | ret.physics_steps = floor(time_accum * p_physics_ticks_per_second); | 
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| 339 |  | 
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| 340 | int min_typical_steps = typical_physics_steps[0]; | 
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| 341 | int max_typical_steps = min_typical_steps + 1; | 
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| 342 |  | 
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| 343 | // given the past recorded steps and typical steps to match, calculate bounds for this | 
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| 344 | // step to be typical | 
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| 345 | bool update_typical = false; | 
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| 346 |  | 
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| 347 | for (int i = 0; i < CONTROL_STEPS - 1; ++i) { | 
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| 348 | int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i]; | 
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| 349 | if (steps_left_to_match_typical > max_typical_steps || | 
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| 350 | steps_left_to_match_typical + 1 < min_typical_steps) { | 
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| 351 | update_typical = true; | 
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| 352 | break; | 
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| 353 | } | 
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| 354 |  | 
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| 355 | if (steps_left_to_match_typical > min_typical_steps) { | 
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| 356 | min_typical_steps = steps_left_to_match_typical; | 
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| 357 | } | 
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| 358 | if (steps_left_to_match_typical + 1 < max_typical_steps) { | 
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| 359 | max_typical_steps = steps_left_to_match_typical + 1; | 
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| 360 | } | 
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| 361 | } | 
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| 362 |  | 
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| 363 | #ifdef DEBUG_ENABLED | 
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| 364 | if (max_typical_steps < 0) { | 
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| 365 | WARN_PRINT_ONCE( "`max_typical_steps` is negative. This could hint at an engine bug or system timer misconfiguration."); | 
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| 366 | } | 
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| 367 | #endif | 
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| 368 |  | 
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| 369 | // try to keep it consistent with previous iterations | 
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| 370 | if (ret.physics_steps < min_typical_steps) { | 
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| 371 | const int max_possible_steps = floor((time_accum)*p_physics_ticks_per_second + get_physics_jitter_fix()); | 
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| 372 | if (max_possible_steps < min_typical_steps) { | 
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| 373 | ret.physics_steps = max_possible_steps; | 
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| 374 | update_typical = true; | 
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| 375 | } else { | 
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| 376 | ret.physics_steps = min_typical_steps; | 
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| 377 | } | 
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| 378 | } else if (ret.physics_steps > max_typical_steps) { | 
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| 379 | const int min_possible_steps = floor((time_accum)*p_physics_ticks_per_second - get_physics_jitter_fix()); | 
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| 380 | if (min_possible_steps > max_typical_steps) { | 
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| 381 | ret.physics_steps = min_possible_steps; | 
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| 382 | update_typical = true; | 
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| 383 | } else { | 
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| 384 | ret.physics_steps = max_typical_steps; | 
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| 385 | } | 
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| 386 | } | 
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| 387 |  | 
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| 388 | if (ret.physics_steps < 0) { | 
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| 389 | ret.physics_steps = 0; | 
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| 390 | } | 
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| 391 |  | 
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| 392 | time_accum -= ret.physics_steps * p_physics_step; | 
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| 393 |  | 
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| 394 | // keep track of accumulated step counts | 
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| 395 | for (int i = CONTROL_STEPS - 2; i >= 0; --i) { | 
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| 396 | accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps; | 
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| 397 | } | 
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| 398 | accumulated_physics_steps[0] = ret.physics_steps; | 
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| 399 |  | 
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| 400 | if (update_typical) { | 
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| 401 | for (int i = CONTROL_STEPS - 1; i >= 0; --i) { | 
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| 402 | if (typical_physics_steps[i] > accumulated_physics_steps[i]) { | 
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| 403 | typical_physics_steps[i] = accumulated_physics_steps[i]; | 
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| 404 | } else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) { | 
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| 405 | typical_physics_steps[i] = accumulated_physics_steps[i] - 1; | 
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| 406 | } | 
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| 407 | } | 
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| 408 | } | 
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| 409 |  | 
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| 410 | return ret; | 
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| 411 | } | 
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| 412 |  | 
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| 413 | // calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero | 
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| 414 | MainFrameTime MainTimerSync::advance_checked(double p_physics_step, int p_physics_ticks_per_second, double p_process_step) { | 
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| 415 | if (fixed_fps != -1) { | 
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| 416 | p_process_step = 1.0 / fixed_fps; | 
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| 417 | } | 
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| 418 |  | 
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| 419 | float min_output_step = p_process_step / 8; | 
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| 420 | min_output_step = MAX(min_output_step, 1E-6); | 
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| 421 |  | 
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| 422 | // compensate for last deficit | 
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| 423 | p_process_step += time_deficit; | 
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| 424 |  | 
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| 425 | MainFrameTime ret = advance_core(p_physics_step, p_physics_ticks_per_second, p_process_step); | 
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| 426 |  | 
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| 427 | // we will do some clamping on ret.process_step and need to sync those changes to time_accum, | 
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| 428 | // that's easiest if we just remember their fixed difference now | 
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| 429 | const double process_minus_accum = ret.process_step - time_accum; | 
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| 430 |  | 
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| 431 | // first, least important clamping: keep ret.process_step consistent with typical_physics_steps. | 
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| 432 | // this smoothes out the process steps and culls small but quick variations. | 
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| 433 | { | 
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| 434 | double min_average_physics_steps, max_average_physics_steps; | 
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| 435 | int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps); | 
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| 436 | if (consistent_steps > 3) { | 
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| 437 | ret.clamp_process_step(min_average_physics_steps * p_physics_step, max_average_physics_steps * p_physics_step); | 
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| 438 | } | 
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| 439 | } | 
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| 440 |  | 
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| 441 | // second clamping: keep abs(time_deficit) < jitter_fix * frame_slise | 
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| 442 | double max_clock_deviation = get_physics_jitter_fix() * p_physics_step; | 
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| 443 | ret.clamp_process_step(p_process_step - max_clock_deviation, p_process_step + max_clock_deviation); | 
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| 444 |  | 
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| 445 | // last clamping: make sure time_accum is between 0 and p_physics_step for consistency between physics and process | 
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| 446 | ret.clamp_process_step(process_minus_accum, process_minus_accum + p_physics_step); | 
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| 447 |  | 
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| 448 | // all the operations above may have turned ret.p_process_step negative or zero, keep a minimal value | 
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| 449 | if (ret.process_step < min_output_step) { | 
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| 450 | ret.process_step = min_output_step; | 
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| 451 | } | 
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| 452 |  | 
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| 453 | // restore time_accum | 
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| 454 | time_accum = ret.process_step - process_minus_accum; | 
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| 455 |  | 
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| 456 | // forcing ret.process_step to be positive may trigger a violation of the | 
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| 457 | // promise that time_accum is between 0 and p_physics_step | 
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| 458 | #ifdef DEBUG_ENABLED | 
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| 459 | if (time_accum < -1E-7) { | 
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| 460 | WARN_PRINT_ONCE( "Intermediate value of `time_accum` is negative. This could hint at an engine bug or system timer misconfiguration."); | 
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| 461 | } | 
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| 462 | #endif | 
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| 463 |  | 
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| 464 | if (time_accum > p_physics_step) { | 
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| 465 | const int  = floor(time_accum * p_physics_ticks_per_second); | 
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| 466 | time_accum -= extra_physics_steps * p_physics_step; | 
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| 467 | ret.physics_steps += extra_physics_steps; | 
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| 468 | } | 
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| 469 |  | 
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| 470 | #ifdef DEBUG_ENABLED | 
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| 471 | if (time_accum < -1E-7) { | 
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| 472 | WARN_PRINT_ONCE( "Final value of `time_accum` is negative. It should always be between 0 and `p_physics_step`. This hints at an engine bug."); | 
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| 473 | } | 
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| 474 | if (time_accum > p_physics_step + 1E-7) { | 
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| 475 | WARN_PRINT_ONCE( "Final value of `time_accum` is larger than `p_physics_step`. It should always be between 0 and `p_physics_step`. This hints at an engine bug."); | 
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| 476 | } | 
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| 477 | #endif | 
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| 478 |  | 
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| 479 | // track deficit | 
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| 480 | time_deficit = p_process_step - ret.process_step; | 
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| 481 |  | 
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| 482 | // p_physics_step is 1.0 / iterations_per_sec | 
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| 483 | // i.e. the time in seconds taken by a physics tick | 
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| 484 | ret.interpolation_fraction = time_accum / p_physics_step; | 
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| 485 |  | 
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| 486 | return ret; | 
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| 487 | } | 
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| 488 |  | 
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| 489 | // determine wall clock step since last iteration | 
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| 490 | double MainTimerSync::get_cpu_process_step() { | 
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| 491 | uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec; | 
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| 492 | last_cpu_ticks_usec = current_cpu_ticks_usec; | 
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| 493 |  | 
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| 494 | cpu_ticks_elapsed = _delta_smoother.smooth_delta(cpu_ticks_elapsed); | 
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| 495 |  | 
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| 496 | return cpu_ticks_elapsed / 1000000.0; | 
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| 497 | } | 
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| 498 |  | 
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| 499 | MainTimerSync::MainTimerSync() { | 
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| 500 | for (int i = CONTROL_STEPS - 1; i >= 0; --i) { | 
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| 501 | typical_physics_steps[i] = i; | 
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| 502 | accumulated_physics_steps[i] = i; | 
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| 503 | } | 
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| 504 | } | 
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| 505 |  | 
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| 506 | // start the clock | 
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| 507 | void MainTimerSync::init(uint64_t p_cpu_ticks_usec) { | 
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| 508 | current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec; | 
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| 509 | } | 
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| 510 |  | 
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| 511 | // set measured wall clock time | 
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| 512 | void MainTimerSync::set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) { | 
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| 513 | current_cpu_ticks_usec = p_cpu_ticks_usec; | 
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| 514 | } | 
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| 515 |  | 
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| 516 | void MainTimerSync::set_fixed_fps(int p_fixed_fps) { | 
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| 517 | fixed_fps = p_fixed_fps; | 
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| 518 | } | 
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| 519 |  | 
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| 520 | // advance one physics frame, return timesteps to take | 
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| 521 | MainFrameTime MainTimerSync::advance(double p_physics_step, int p_physics_ticks_per_second) { | 
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| 522 | double cpu_process_step = get_cpu_process_step(); | 
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| 523 |  | 
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| 524 | return advance_checked(p_physics_step, p_physics_ticks_per_second, cpu_process_step); | 
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| 525 | } | 
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| 526 |  | 
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