diff options
author | Juan Linietsky <reduzio@gmail.com> | 2018-05-15 17:12:35 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2018-05-15 17:14:31 -0300 |
commit | 005b69cf6e276209464cc8c36ebc7376679925b6 (patch) | |
tree | 2271a91a727cb9afcc2f58b4b91023f4a0a7f7f8 /main | |
parent | 3b8bd50b41e0197ab3bce653548715872a93ea80 (diff) | |
download | redot-engine-005b69cf6e276209464cc8c36ebc7376679925b6.tar.gz |
-New inspector.
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
-
Diffstat (limited to 'main')
-rw-r--r-- | main/main.cpp | 234 | ||||
-rw-r--r-- | main/timer_sync.cpp | 193 | ||||
-rw-r--r-- | main/timer_sync.h | 71 |
3 files changed, 273 insertions, 225 deletions
diff --git a/main/main.cpp b/main/main.cpp index 92b4e31679..c287bc81cb 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -82,6 +82,8 @@ #include "version.h" #include "version_hash.gen.h" +#include "main/timer_sync.h" + static ProjectSettings *globals = NULL; static Engine *engine = NULL; static InputMap *input_map = NULL; @@ -1221,227 +1223,8 @@ Error Main::setup2(Thread::ID p_main_tid_override) { } // everything the main loop needs to know about frame timings -struct _FrameTime { - float animation_step; // time to advance animations for (argument to process()) - int physics_steps; // number of times to iterate the physics engine - - void clamp_animation(float min_animation_step, float max_animation_step) { - if (animation_step < min_animation_step) { - animation_step = min_animation_step; - } else if (animation_step > max_animation_step) { - animation_step = max_animation_step; - } - } -}; - -class _TimerSync { - // wall clock time measured on the main thread - uint64_t last_cpu_ticks_usec; - uint64_t current_cpu_ticks_usec; - - // logical game time since last physics timestep - float time_accum; - - // current difference between wall clock time and reported sum of animation_steps - float time_deficit; - - // number of frames back for keeping accumulated physics steps roughly constant. - // value of 12 chosen because that is what is required to make 144 Hz monitors - // behave well with 60 Hz physics updates. The only worse commonly available refresh - // would be 85, requiring CONTROL_STEPS = 17. - static const int CONTROL_STEPS = 12; - - // sum of physics steps done over the last (i+1) frames - int accumulated_physics_steps[CONTROL_STEPS]; - - // typical value for accumulated_physics_steps[i] is either this or this plus one - int typical_physics_steps[CONTROL_STEPS]; - -protected: - // returns the fraction of p_frame_slice required for the timer to overshoot - // before advance_core considers changing the physics_steps return from - // the typical values as defined by typical_physics_steps - float get_physics_jitter_fix() { - return Engine::get_singleton()->get_physics_jitter_fix(); - } - - // gets our best bet for the average number of physics steps per render frame - // return value: number of frames back this data is consistent - int get_average_physics_steps(float &p_min, float &p_max) { - p_min = typical_physics_steps[0]; - p_max = p_min + 1; - - for (int i = 1; i < CONTROL_STEPS; ++i) { - const float typical_lower = typical_physics_steps[i]; - const float current_min = typical_lower / (i + 1); - if (current_min > p_max) - return i; // bail out of further restrictions would void the interval - else if (current_min > p_min) - p_min = current_min; - const float current_max = (typical_lower + 1) / (i + 1); - if (current_max < p_min) - return i; - else if (current_max < p_max) - p_max = current_max; - } - - return CONTROL_STEPS; - } - - // advance physics clock by p_animation_step, return appropriate number of steps to simulate - _FrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_animation_step) { - _FrameTime ret; - - ret.animation_step = p_animation_step; - - // simple determination of number of physics iteration - time_accum += ret.animation_step; - ret.physics_steps = floor(time_accum * p_iterations_per_second); - - int min_typical_steps = typical_physics_steps[0]; - int max_typical_steps = min_typical_steps + 1; - - // given the past recorded steps and typcial steps to match, calculate bounds for this - // step to be typical - bool update_typical = false; - - for (int i = 0; i < CONTROL_STEPS - 1; ++i) { - int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i]; - if (steps_left_to_match_typical > max_typical_steps || - steps_left_to_match_typical + 1 < min_typical_steps) { - update_typical = true; - break; - } - - if (steps_left_to_match_typical > min_typical_steps) - min_typical_steps = steps_left_to_match_typical; - if (steps_left_to_match_typical + 1 < max_typical_steps) - max_typical_steps = steps_left_to_match_typical + 1; - } - - // try to keep it consistent with previous iterations - if (ret.physics_steps < min_typical_steps) { - const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix()); - if (max_possible_steps < min_typical_steps) { - ret.physics_steps = max_possible_steps; - update_typical = true; - } else { - ret.physics_steps = min_typical_steps; - } - } else if (ret.physics_steps > max_typical_steps) { - const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix()); - if (min_possible_steps > max_typical_steps) { - ret.physics_steps = min_possible_steps; - update_typical = true; - } else { - ret.physics_steps = max_typical_steps; - } - } - - time_accum -= ret.physics_steps * p_frame_slice; - - // keep track of accumulated step counts - for (int i = CONTROL_STEPS - 2; i >= 0; --i) { - accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps; - } - accumulated_physics_steps[0] = ret.physics_steps; - - if (update_typical) { - for (int i = CONTROL_STEPS - 1; i >= 0; --i) { - if (typical_physics_steps[i] > accumulated_physics_steps[i]) { - typical_physics_steps[i] = accumulated_physics_steps[i]; - } else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) { - typical_physics_steps[i] = accumulated_physics_steps[i] - 1; - } - } - } - - return ret; - } - - // calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero - _FrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_animation_step) { - if (fixed_fps != -1) - p_animation_step = 1.0 / fixed_fps; - - // compensate for last deficit - p_animation_step += time_deficit; - - _FrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_animation_step); - - // we will do some clamping on ret.animation_step and need to sync those changes to time_accum, - // that's easiest if we just remember their fixed difference now - const double animation_minus_accum = ret.animation_step - time_accum; - - // first, least important clamping: keep ret.animation_step consistent with typical_physics_steps. - // this smoothes out the animation steps and culls small but quick variations. - { - float min_average_physics_steps, max_average_physics_steps; - int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps); - if (consistent_steps > 3) { - ret.clamp_animation(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice); - } - } - - // second clamping: keep abs(time_deficit) < jitter_fix * frame_slise - float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice; - ret.clamp_animation(p_animation_step - max_clock_deviation, p_animation_step + max_clock_deviation); - - // last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and animation - ret.clamp_animation(animation_minus_accum, animation_minus_accum + p_frame_slice); - - // restore time_accum - time_accum = ret.animation_step - animation_minus_accum; - - // track deficit - time_deficit = p_animation_step - ret.animation_step; - - return ret; - } - - // determine wall clock step since last iteration - float get_cpu_animation_step() { - uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec; - last_cpu_ticks_usec = current_cpu_ticks_usec; - - return cpu_ticks_elapsed / 1000000.0; - } - -public: - explicit _TimerSync() : - last_cpu_ticks_usec(0), - current_cpu_ticks_usec(0), - time_accum(0), - time_deficit(0) { - for (int i = CONTROL_STEPS - 1; i >= 0; --i) { - typical_physics_steps[i] = i; - accumulated_physics_steps[i] = i; - } - } - - // start the clock - void init(uint64_t p_cpu_ticks_usec) { - current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec; - } - - // set measured wall clock time - void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) { - current_cpu_ticks_usec = p_cpu_ticks_usec; - } - - // advance one frame, return timesteps to take - _FrameTime advance(float p_frame_slice, int p_iterations_per_second) { - float cpu_animation_step = get_cpu_animation_step(); - - return advance_checked(p_frame_slice, p_iterations_per_second, cpu_animation_step); - } - - void before_start_render() { - VisualServer::get_singleton()->sync(); - } -}; -static _TimerSync _timer_sync; +static MainTimerSync main_timer_sync; bool Main::start() { @@ -1457,7 +1240,7 @@ bool Main::start() { String _export_preset; bool export_debug = false; - _timer_sync.init(OS::get_singleton()->get_ticks_usec()); + main_timer_sync.init(OS::get_singleton()->get_ticks_usec()); List<String> args = OS::get_singleton()->get_cmdline_args(); for (int i = 0; i < args.size(); i++) { @@ -1958,15 +1741,16 @@ bool Main::iteration() { uint64_t ticks = OS::get_singleton()->get_ticks_usec(); Engine::get_singleton()->_frame_ticks = ticks; - _timer_sync.set_cpu_ticks_usec(ticks); + main_timer_sync.set_cpu_ticks_usec(ticks); + main_timer_sync.set_fixed_fps(fixed_fps); uint64_t ticks_elapsed = ticks - last_ticks; int physics_fps = Engine::get_singleton()->get_iterations_per_second(); float frame_slice = 1.0 / physics_fps; - _FrameTime advance = _timer_sync.advance(frame_slice, physics_fps); - double step = advance.animation_step; + MainFrameTime advance = main_timer_sync.advance(frame_slice, physics_fps); + double step = advance.idle_step; Engine::get_singleton()->_frame_step = step; @@ -2030,7 +1814,7 @@ bool Main::iteration() { OS::get_singleton()->get_main_loop()->idle(step * time_scale); message_queue->flush(); - _timer_sync.before_start_render(); //sync if still drawing from previous frames. + VisualServer::get_singleton()->sync(); //sync if still drawing from previous frames. if (OS::get_singleton()->can_draw() && !disable_render_loop) { diff --git a/main/timer_sync.cpp b/main/timer_sync.cpp new file mode 100644 index 0000000000..c33cbafee8 --- /dev/null +++ b/main/timer_sync.cpp @@ -0,0 +1,193 @@ +#include "timer_sync.h" + +void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) { + if (idle_step < min_idle_step) { + idle_step = min_idle_step; + } else if (idle_step > max_idle_step) { + idle_step = max_idle_step; + } +} + +///////////////////////////////// + +// returns the fraction of p_frame_slice required for the timer to overshoot +// before advance_core considers changing the physics_steps return from +// the typical values as defined by typical_physics_steps +float MainTimerSync::get_physics_jitter_fix() { + return Engine::get_singleton()->get_physics_jitter_fix(); +} + +// gets our best bet for the average number of physics steps per render frame +// return value: number of frames back this data is consistent +int MainTimerSync::get_average_physics_steps(float &p_min, float &p_max) { + p_min = typical_physics_steps[0]; + p_max = p_min + 1; + + for (int i = 1; i < CONTROL_STEPS; ++i) { + const float typical_lower = typical_physics_steps[i]; + const float current_min = typical_lower / (i + 1); + if (current_min > p_max) + return i; // bail out of further restrictions would void the interval + else if (current_min > p_min) + p_min = current_min; + const float current_max = (typical_lower + 1) / (i + 1); + if (current_max < p_min) + return i; + else if (current_max < p_max) + p_max = current_max; + } + + return CONTROL_STEPS; +} + +// advance physics clock by p_idle_step, return appropriate number of steps to simulate +MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step) { + MainFrameTime ret; + + ret.idle_step = p_idle_step; + + // simple determination of number of physics iteration + time_accum += ret.idle_step; + ret.physics_steps = floor(time_accum * p_iterations_per_second); + + int min_typical_steps = typical_physics_steps[0]; + int max_typical_steps = min_typical_steps + 1; + + // given the past recorded steps and typcial steps to match, calculate bounds for this + // step to be typical + bool update_typical = false; + + for (int i = 0; i < CONTROL_STEPS - 1; ++i) { + int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i]; + if (steps_left_to_match_typical > max_typical_steps || + steps_left_to_match_typical + 1 < min_typical_steps) { + update_typical = true; + break; + } + + if (steps_left_to_match_typical > min_typical_steps) + min_typical_steps = steps_left_to_match_typical; + if (steps_left_to_match_typical + 1 < max_typical_steps) + max_typical_steps = steps_left_to_match_typical + 1; + } + + // try to keep it consistent with previous iterations + if (ret.physics_steps < min_typical_steps) { + const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix()); + if (max_possible_steps < min_typical_steps) { + ret.physics_steps = max_possible_steps; + update_typical = true; + } else { + ret.physics_steps = min_typical_steps; + } + } else if (ret.physics_steps > max_typical_steps) { + const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix()); + if (min_possible_steps > max_typical_steps) { + ret.physics_steps = min_possible_steps; + update_typical = true; + } else { + ret.physics_steps = max_typical_steps; + } + } + + time_accum -= ret.physics_steps * p_frame_slice; + + // keep track of accumulated step counts + for (int i = CONTROL_STEPS - 2; i >= 0; --i) { + accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps; + } + accumulated_physics_steps[0] = ret.physics_steps; + + if (update_typical) { + for (int i = CONTROL_STEPS - 1; i >= 0; --i) { + if (typical_physics_steps[i] > accumulated_physics_steps[i]) { + typical_physics_steps[i] = accumulated_physics_steps[i]; + } else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) { + typical_physics_steps[i] = accumulated_physics_steps[i] - 1; + } + } + } + + return ret; +} + +// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero +MainFrameTime MainTimerSync::advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step) { + if (fixed_fps != -1) + p_idle_step = 1.0 / fixed_fps; + + // compensate for last deficit + p_idle_step += time_deficit; + + MainFrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_idle_step); + + // we will do some clamping on ret.idle_step and need to sync those changes to time_accum, + // that's easiest if we just remember their fixed difference now + const double idle_minus_accum = ret.idle_step - time_accum; + + // first, least important clamping: keep ret.idle_step consistent with typical_physics_steps. + // this smoothes out the idle steps and culls small but quick variations. + { + float min_average_physics_steps, max_average_physics_steps; + int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps); + if (consistent_steps > 3) { + ret.clamp_idle(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice); + } + } + + // second clamping: keep abs(time_deficit) < jitter_fix * frame_slise + float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice; + ret.clamp_idle(p_idle_step - max_clock_deviation, p_idle_step + max_clock_deviation); + + // last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and idle + ret.clamp_idle(idle_minus_accum, idle_minus_accum + p_frame_slice); + + // restore time_accum + time_accum = ret.idle_step - idle_minus_accum; + + // track deficit + time_deficit = p_idle_step - ret.idle_step; + + return ret; +} + +// determine wall clock step since last iteration +float MainTimerSync::get_cpu_idle_step() { + uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec; + last_cpu_ticks_usec = current_cpu_ticks_usec; + + return cpu_ticks_elapsed / 1000000.0; +} + +MainTimerSync::MainTimerSync() : + last_cpu_ticks_usec(0), + current_cpu_ticks_usec(0), + time_accum(0), + time_deficit(0), + fixed_fps(0) { + for (int i = CONTROL_STEPS - 1; i >= 0; --i) { + typical_physics_steps[i] = i; + accumulated_physics_steps[i] = i; + } +} + +// start the clock +void MainTimerSync::init(uint64_t p_cpu_ticks_usec) { + current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec; +} + +// set measured wall clock time +void MainTimerSync::set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) { + current_cpu_ticks_usec = p_cpu_ticks_usec; +} + +void MainTimerSync::set_fixed_fps(int p_fixed_fps) { + fixed_fps = p_fixed_fps; +} + +// advance one frame, return timesteps to take +MainFrameTime MainTimerSync::advance(float p_frame_slice, int p_iterations_per_second) { + float cpu_idle_step = get_cpu_idle_step(); + + return advance_checked(p_frame_slice, p_iterations_per_second, cpu_idle_step); +} diff --git a/main/timer_sync.h b/main/timer_sync.h new file mode 100644 index 0000000000..6ef4254270 --- /dev/null +++ b/main/timer_sync.h @@ -0,0 +1,71 @@ +#ifndef TIMER_SYNC_H +#define TIMER_SYNC_H + +#include "core/engine.h" + +struct MainFrameTime { + float idle_step; // time to advance idles for (argument to process()) + int physics_steps; // number of times to iterate the physics engine + + void clamp_idle(float min_idle_step, float max_idle_step); +}; + +class MainTimerSync { + // wall clock time measured on the main thread + uint64_t last_cpu_ticks_usec; + uint64_t current_cpu_ticks_usec; + + // logical game time since last physics timestep + float time_accum; + + // current difference between wall clock time and reported sum of idle_steps + float time_deficit; + + // number of frames back for keeping accumulated physics steps roughly constant. + // value of 12 chosen because that is what is required to make 144 Hz monitors + // behave well with 60 Hz physics updates. The only worse commonly available refresh + // would be 85, requiring CONTROL_STEPS = 17. + static const int CONTROL_STEPS = 12; + + // sum of physics steps done over the last (i+1) frames + int accumulated_physics_steps[CONTROL_STEPS]; + + // typical value for accumulated_physics_steps[i] is either this or this plus one + int typical_physics_steps[CONTROL_STEPS]; + + int fixed_fps; + +protected: + // returns the fraction of p_frame_slice required for the timer to overshoot + // before advance_core considers changing the physics_steps return from + // the typical values as defined by typical_physics_steps + float get_physics_jitter_fix(); + + // gets our best bet for the average number of physics steps per render frame + // return value: number of frames back this data is consistent + int get_average_physics_steps(float &p_min, float &p_max); + + // advance physics clock by p_idle_step, return appropriate number of steps to simulate + MainFrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step); + + // calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero + MainFrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step); + + // determine wall clock step since last iteration + float get_cpu_idle_step(); + +public: + MainTimerSync(); + + // start the clock + void init(uint64_t p_cpu_ticks_usec); + // set measured wall clock time + void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec); + //set fixed fps + void set_fixed_fps(int p_fixed_fps); + + // advance one frame, return timesteps to take + MainFrameTime advance(float p_frame_slice, int p_iterations_per_second); +}; + +#endif // TIMER_SYNC_H |