| 1 | /**************************************************************************/ |
| 2 | /* main_timer_sync.h */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifndef MAIN_TIMER_SYNC_H |
| 32 | #define MAIN_TIMER_SYNC_H |
| 33 | |
| 34 | #include "core/config/engine.h" |
| 35 | |
| 36 | // Uncomment this define to get more debugging logs for the delta smoothing. |
| 37 | // #define GODOT_DEBUG_DELTA_SMOOTHER |
| 38 | |
| 39 | struct MainFrameTime { |
| 40 | double process_step; // delta time to advance during process() |
| 41 | int physics_steps; // number of times to iterate the physics engine |
| 42 | double interpolation_fraction; // fraction through the current physics tick |
| 43 | |
| 44 | void clamp_process_step(double min_process_step, double max_process_step); |
| 45 | }; |
| 46 | |
| 47 | class MainTimerSync { |
| 48 | class DeltaSmoother { |
| 49 | public: |
| 50 | // pass the recorded delta, returns a smoothed delta |
| 51 | int64_t smooth_delta(int64_t p_delta); |
| 52 | |
| 53 | private: |
| 54 | void update_refresh_rate_estimator(int64_t p_delta); |
| 55 | bool fps_allows_smoothing(int64_t p_delta); |
| 56 | |
| 57 | // estimated vsync delta (monitor refresh rate) |
| 58 | int64_t _vsync_delta = 16666; |
| 59 | |
| 60 | // keep track of accumulated time so we know how many vsyncs to advance by |
| 61 | int64_t _leftover_time = 0; |
| 62 | |
| 63 | // keep a rough measurement of the FPS as we run. |
| 64 | // If this drifts a long way below or above the refresh rate, the machine |
| 65 | // is struggling to keep up, and we can switch off smoothing. This |
| 66 | // also deals with the case that the user has overridden the vsync in the GPU settings, |
| 67 | // in which case we don't want to try smoothing. |
| 68 | static const int MEASURE_FPS_OVER_NUM_FRAMES = 64; |
| 69 | |
| 70 | int64_t _measurement_time = 0; |
| 71 | int64_t _measurement_frame_count = 0; |
| 72 | int64_t _measurement_end_frame = MEASURE_FPS_OVER_NUM_FRAMES; |
| 73 | int64_t _measurement_start_time = 0; |
| 74 | bool _measurement_allows_smoothing = true; |
| 75 | |
| 76 | // we can estimate the fps by growing it on condition |
| 77 | // that a large proportion of frames are higher than the current estimate. |
| 78 | int32_t _estimated_fps = 0; |
| 79 | int32_t _hits_at_estimated = 0; |
| 80 | int32_t _hits_above_estimated = 0; |
| 81 | int32_t _hits_below_estimated = 0; |
| 82 | int32_t _hits_one_above_estimated = 0; |
| 83 | int32_t _hits_one_below_estimated = 0; |
| 84 | bool _estimate_complete = false; |
| 85 | bool _estimate_locked = false; |
| 86 | |
| 87 | // data for averaging the delta over a second or so |
| 88 | // to prevent spurious values |
| 89 | int64_t _estimator_total_delta = 0; |
| 90 | int32_t _estimator_delta_readings = 0; |
| 91 | |
| 92 | void made_new_estimate() { |
| 93 | _hits_above_estimated = 0; |
| 94 | _hits_at_estimated = 0; |
| 95 | _hits_below_estimated = 0; |
| 96 | _hits_one_above_estimated = 0; |
| 97 | _hits_one_below_estimated = 0; |
| 98 | |
| 99 | _estimate_complete = false; |
| 100 | |
| 101 | #ifdef GODOT_DEBUG_DELTA_SMOOTHER |
| 102 | print_line("estimated fps " + itos(_estimated_fps)); |
| 103 | #endif |
| 104 | } |
| 105 | |
| 106 | } _delta_smoother; |
| 107 | |
| 108 | // wall clock time measured on the main thread |
| 109 | uint64_t last_cpu_ticks_usec = 0; |
| 110 | uint64_t current_cpu_ticks_usec = 0; |
| 111 | |
| 112 | // logical game time since last physics timestep |
| 113 | double time_accum = 0; |
| 114 | |
| 115 | // current difference between wall clock time and reported sum of process_steps |
| 116 | double time_deficit = 0; |
| 117 | |
| 118 | // number of frames back for keeping accumulated physics steps roughly constant. |
| 119 | // value of 12 chosen because that is what is required to make 144 Hz monitors |
| 120 | // behave well with 60 Hz physics updates. The only worse commonly available refresh |
| 121 | // would be 85, requiring CONTROL_STEPS = 17. |
| 122 | static const int CONTROL_STEPS = 12; |
| 123 | |
| 124 | // sum of physics steps done over the last (i+1) frames |
| 125 | int accumulated_physics_steps[CONTROL_STEPS]; |
| 126 | |
| 127 | // typical value for accumulated_physics_steps[i] is either this or this plus one |
| 128 | int typical_physics_steps[CONTROL_STEPS]; |
| 129 | |
| 130 | int fixed_fps = 0; |
| 131 | |
| 132 | protected: |
| 133 | // returns the fraction of p_physics_step required for the timer to overshoot |
| 134 | // before advance_core considers changing the physics_steps return from |
| 135 | // the typical values as defined by typical_physics_steps |
| 136 | double get_physics_jitter_fix(); |
| 137 | |
| 138 | // gets our best bet for the average number of physics steps per render frame |
| 139 | // return value: number of frames back this data is consistent |
| 140 | int get_average_physics_steps(double &p_min, double &p_max); |
| 141 | |
| 142 | // advance physics clock by p_process_step, return appropriate number of steps to simulate |
| 143 | MainFrameTime advance_core(double p_physics_step, int p_physics_ticks_per_second, double p_process_step); |
| 144 | |
| 145 | // calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero |
| 146 | MainFrameTime advance_checked(double p_physics_step, int p_physics_ticks_per_second, double p_process_step); |
| 147 | |
| 148 | // determine wall clock step since last iteration |
| 149 | double get_cpu_process_step(); |
| 150 | |
| 151 | public: |
| 152 | MainTimerSync(); |
| 153 | |
| 154 | // start the clock |
| 155 | void init(uint64_t p_cpu_ticks_usec); |
| 156 | // set measured wall clock time |
| 157 | void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec); |
| 158 | //set fixed fps |
| 159 | void set_fixed_fps(int p_fixed_fps); |
| 160 | |
| 161 | // advance one frame, return timesteps to take |
| 162 | MainFrameTime advance(double p_physics_step, int p_physics_ticks_per_second); |
| 163 | }; |
| 164 | |
| 165 | #endif // MAIN_TIMER_SYNC_H |
| 166 | |