summaryrefslogtreecommitdiffstats
path: root/main
diff options
context:
space:
mode:
authorJuan Linietsky <reduzio@gmail.com>2018-05-15 17:12:35 -0300
committerJuan Linietsky <reduzio@gmail.com>2018-05-15 17:14:31 -0300
commit005b69cf6e276209464cc8c36ebc7376679925b6 (patch)
tree2271a91a727cb9afcc2f58b4b91023f4a0a7f7f8 /main
parent3b8bd50b41e0197ab3bce653548715872a93ea80 (diff)
downloadredot-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.cpp234
-rw-r--r--main/timer_sync.cpp193
-rw-r--r--main/timer_sync.h71
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