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authorRémi Verschelde <rverschelde@gmail.com>2023-05-17 11:25:03 +0200
committerRémi Verschelde <rverschelde@gmail.com>2023-05-17 11:25:03 +0200
commit411b6a95a01e863fff1d26227543d67a2d5d84b3 (patch)
tree445621668ed5a7c754ec7bfe649e74be489e481f /main
parentc97ead988ac3ba3ef4c0107508c2cf03f1629a54 (diff)
parent7925670f81593f64f434d24552c1eec41b241308 (diff)
downloadredot-engine-411b6a95a01e863fff1d26227543d67a2d5d84b3.tar.gz
Merge pull request #52314 from lawnjelly/four_delta_smooth
Add frame delta smoothing option (4.x)
Diffstat (limited to 'main')
-rw-r--r--main/main.cpp30
-rw-r--r--main/main_timer_sync.cpp257
-rw-r--r--main/main_timer_sync.h63
3 files changed, 350 insertions, 0 deletions
diff --git a/main/main.cpp b/main/main.cpp
index f9f2449721..17e4f69ef2 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -470,6 +470,7 @@ void Main::print_help(const char *p_binary) {
OS::get_singleton()->print(" --disable-render-loop Disable render loop so rendering only occurs when called explicitly from script.\n");
OS::get_singleton()->print(" --disable-crash-handler Disable crash handler when supported by the platform code.\n");
OS::get_singleton()->print(" --fixed-fps <fps> Force a fixed number of frames per second. This setting disables real-time synchronization.\n");
+ OS::get_singleton()->print(" --delta-smoothing <enable> Enable or disable frame delta smoothing ['enable', 'disable'].\n");
OS::get_singleton()->print(" --print-fps Print the frames per second to the stdout.\n");
OS::get_singleton()->print("\n");
@@ -794,6 +795,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
Vector<String> breakpoints;
bool use_custom_res = true;
bool force_res = false;
+ bool delta_smoothing_override = false;
String default_renderer = "";
String default_renderer_mobile = "";
@@ -1003,6 +1005,29 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
OS::get_singleton()->print("Missing tablet driver argument, aborting.\n");
goto error;
}
+ } else if (I->get() == "--delta-smoothing") {
+ if (I->next()) {
+ String string = I->next()->get();
+ bool recognised = false;
+ if (string == "enable") {
+ OS::get_singleton()->set_delta_smoothing(true);
+ delta_smoothing_override = true;
+ recognised = true;
+ }
+ if (string == "disable") {
+ OS::get_singleton()->set_delta_smoothing(false);
+ delta_smoothing_override = false;
+ recognised = true;
+ }
+ if (!recognised) {
+ OS::get_singleton()->print("Delta-smoothing argument not recognised, aborting.\n");
+ goto error;
+ }
+ N = I->next()->next();
+ } else {
+ OS::get_singleton()->print("Missing delta-smoothing argument, aborting.\n");
+ goto error;
+ }
} else if (I->get() == "--single-window") { // force single window
single_window = true;
@@ -1930,6 +1955,11 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(
GLOBAL_DEF(PropertyInfo(Variant::INT, "application/run/low_processor_mode_sleep_usec", PROPERTY_HINT_RANGE, "0,33200,1,or_greater"), 6900)); // Roughly 144 FPS
+ GLOBAL_DEF("application/run/delta_smoothing", true);
+ if (!delta_smoothing_override) {
+ OS::get_singleton()->set_delta_smoothing(GLOBAL_GET("application/run/delta_smoothing"));
+ }
+
GLOBAL_DEF("display/window/ios/allow_high_refresh_rate", true);
GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
GLOBAL_DEF("display/window/ios/hide_status_bar", true);
diff --git a/main/main_timer_sync.cpp b/main/main_timer_sync.cpp
index 6441a403f4..569930d427 100644
--- a/main/main_timer_sync.cpp
+++ b/main/main_timer_sync.cpp
@@ -30,6 +30,9 @@
#include "main_timer_sync.h"
+#include "core/os/os.h"
+#include "servers/display_server.h"
+
void MainFrameTime::clamp_process_step(double min_process_step, double max_process_step) {
if (process_step < min_process_step) {
process_step = min_process_step;
@@ -40,6 +43,258 @@ void MainFrameTime::clamp_process_step(double min_process_step, double max_proce
/////////////////////////////////
+void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int64_t p_delta) {
+ // the calling code should prevent 0 or negative values of delta
+ // (preventing divide by zero)
+
+ // note that if the estimate gets locked, and something external changes this
+ // (e.g. user changes to non-vsync in the OS), then the results may be less than ideal,
+ // but usually it will detect this via the FPS measurement and not attempt smoothing.
+ // This should be a rare occurrence anyway, and will be cured next time user restarts game.
+ if (_estimate_locked) {
+ return;
+ }
+
+ // First average the delta over NUM_READINGS
+ _estimator_total_delta += p_delta;
+ _estimator_delta_readings++;
+
+ const int NUM_READINGS = 60;
+
+ if (_estimator_delta_readings < NUM_READINGS) {
+ return;
+ }
+
+ // use average
+ p_delta = _estimator_total_delta / NUM_READINGS;
+
+ // reset the averager for next time
+ _estimator_delta_readings = 0;
+ _estimator_total_delta = 0;
+
+ ///////////////////////////////
+
+ int fps = Math::round(1000000.0 / p_delta);
+
+ // initial estimation, to speed up converging, special case we will estimate the refresh rate
+ // from the first average FPS reading
+ if (_estimated_fps == 0) {
+ // below 50 might be chugging loading stuff, or else
+ // dropping loads of frames, so the estimate will be inaccurate
+ if (fps >= 50) {
+ _estimated_fps = fps;
+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
+ print_line("initial guess (average measured) refresh rate: " + itos(fps));
+#endif
+ } else {
+ // can't get started until above 50
+ return;
+ }
+ }
+
+ // we hit our exact estimated refresh rate.
+ // increase our confidence in the estimate.
+ if (fps == _estimated_fps) {
+ // note that each hit is an average of NUM_READINGS frames
+ _hits_at_estimated++;
+
+ if (_estimate_complete && _hits_at_estimated == 20) {
+ _estimate_locked = true;
+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
+ print_line("estimate LOCKED at " + itos(_estimated_fps) + " fps");
+#endif
+ return;
+ }
+
+ // if we are getting pretty confident in this estimate, decide it is complete
+ // (it can still be increased later, and possibly lowered but only for a short time)
+ if ((!_estimate_complete) && (_hits_at_estimated > 2)) {
+ // when the estimate is complete we turn on smoothing
+ if (_estimated_fps) {
+ _estimate_complete = true;
+ _vsync_delta = 1000000 / _estimated_fps;
+
+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
+ print_line("estimate complete. vsync_delta " + itos(_vsync_delta) + ", fps " + itos(_estimated_fps));
+#endif
+ }
+ }
+
+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
+ if ((_hits_at_estimated % (400 / NUM_READINGS)) == 0) {
+ 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) + " )";
+
+ print_line(sz);
+ }
+#endif
+
+ return;
+ }
+
+ const int SIGNIFICANCE_UP = 1;
+ const int SIGNIFICANCE_DOWN = 2;
+
+ // we are not usually interested in slowing the estimate
+ // but we may have overshot, so make it possible to reduce
+ if (fps < _estimated_fps) {
+ // micro changes
+ if (fps == (_estimated_fps - 1)) {
+ _hits_one_below_estimated++;
+
+ if ((_hits_one_below_estimated > _hits_at_estimated) && (_hits_one_below_estimated > SIGNIFICANCE_DOWN)) {
+ _estimated_fps--;
+ made_new_estimate();
+ }
+
+ return;
+ } else {
+ _hits_below_estimated++;
+
+ // don't allow large lowering if we are established at a refresh rate, as it will probably be dropped frames
+ bool established = _estimate_complete && (_hits_at_estimated > 10);
+
+ // macro changes
+ // note there is a large barrier to macro lowering. That is because it is more likely to be dropped frames
+ // than mis-estimation of the refresh rate.
+ if (!established) {
+ if (((_hits_below_estimated / 8) > _hits_at_estimated) && (_hits_below_estimated > SIGNIFICANCE_DOWN)) {
+ // decrease the estimate
+ _estimated_fps--;
+ made_new_estimate();
+ }
+ }
+
+ return;
+ }
+ }
+
+ // Changes increasing the estimate.
+ // micro changes
+ if (fps == (_estimated_fps + 1)) {
+ _hits_one_above_estimated++;
+
+ if ((_hits_one_above_estimated > _hits_at_estimated) && (_hits_one_above_estimated > SIGNIFICANCE_UP)) {
+ _estimated_fps++;
+ made_new_estimate();
+ }
+ return;
+ } else {
+ _hits_above_estimated++;
+
+ // macro changes
+ if ((_hits_above_estimated > _hits_at_estimated) && (_hits_above_estimated > SIGNIFICANCE_UP)) {
+ // increase the estimate
+ int change = fps - _estimated_fps;
+ change /= 2;
+ change = MAX(1, change);
+
+ _estimated_fps += change;
+ made_new_estimate();
+ }
+ return;
+ }
+}
+
+bool MainTimerSync::DeltaSmoother::fps_allows_smoothing(int64_t p_delta) {
+ _measurement_time += p_delta;
+ _measurement_frame_count++;
+
+ if (_measurement_frame_count == _measurement_end_frame) {
+ // only switch on or off if the estimate is complete
+ if (_estimate_complete) {
+ int64_t time_passed = _measurement_time - _measurement_start_time;
+
+ // average delta
+ time_passed /= MEASURE_FPS_OVER_NUM_FRAMES;
+
+ // estimate fps
+ if (time_passed) {
+ double fps = 1000000.0 / time_passed;
+ double ratio = fps / (double)_estimated_fps;
+
+ //print_line("ratio : " + String(Variant(ratio)));
+
+ if ((ratio > 0.95) && (ratio < 1.05)) {
+ _measurement_allows_smoothing = true;
+ } else {
+ _measurement_allows_smoothing = false;
+ }
+ }
+ } // estimate complete
+
+ // new start time for next iteration
+ _measurement_start_time = _measurement_time;
+ _measurement_end_frame += MEASURE_FPS_OVER_NUM_FRAMES;
+ }
+
+ return _measurement_allows_smoothing;
+}
+
+int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t p_delta) {
+ // Conditions to disable smoothing.
+ // Note that vsync is a request, it cannot be relied on, the OS may override this.
+ // If the OS turns vsync on without vsync in the app, smoothing will not be enabled.
+ // If the OS turns vsync off with sync enabled in the app, the smoothing must detect this
+ // via the error metric and switch off.
+ // Also only try smoothing if vsync is enabled (classical vsync, not new types) ..
+ // This condition is currently checked before calling smooth_delta().
+ if (!OS::get_singleton()->is_delta_smoothing_enabled() || Engine::get_singleton()->is_editor_hint()) {
+ return p_delta;
+ }
+
+ // only attempt smoothing if vsync is selected
+ DisplayServer::VSyncMode vsync_mode = DisplayServer::get_singleton()->window_get_vsync_mode(DisplayServer::MAIN_WINDOW_ID);
+ if (vsync_mode != DisplayServer::VSYNC_ENABLED) {
+ return p_delta;
+ }
+
+ // Very important, ignore long deltas and pass them back unmodified.
+ // This is to deal with resuming after suspend for long periods.
+ if (p_delta > 1000000) {
+ return p_delta;
+ }
+
+ // keep a running guesstimate of the FPS, and turn off smoothing if
+ // conditions not close to the estimated FPS
+ if (!fps_allows_smoothing(p_delta)) {
+ return p_delta;
+ }
+
+ // we can't cope with negative deltas .. OS bug on some hardware
+ // and also very small deltas caused by vsync being off.
+ // This could possibly be part of a hiccup, this value isn't fixed in stone...
+ if (p_delta < 1000) {
+ return p_delta;
+ }
+
+ // note still some vsync off will still get through to this point...
+ // and we need to cope with it by not converging the estimator / and / or not smoothing
+ update_refresh_rate_estimator(p_delta);
+
+ // no smoothing until we know what the refresh rate is
+ if (!_estimate_complete) {
+ return p_delta;
+ }
+
+ // accumulate the time we have available to use
+ _leftover_time += p_delta;
+
+ // how many vsyncs units can we fit?
+ int64_t units = _leftover_time / _vsync_delta;
+
+ // a delta must include minimum 1 vsync
+ // (if it is less than that, it is either random error or we are no longer running at the vsync rate,
+ // in which case we should switch off delta smoothing, or re-estimate the refresh rate)
+ units = MAX(units, 1);
+
+ _leftover_time -= units * _vsync_delta;
+ // print_line("units " + itos(units) + ", leftover " + itos(_leftover_time/1000) + " ms");
+
+ return units * _vsync_delta;
+}
+
+/////////////////////////////////////
+
// returns the fraction of p_physics_step 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
@@ -236,6 +491,8 @@ double MainTimerSync::get_cpu_process_step() {
uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
last_cpu_ticks_usec = current_cpu_ticks_usec;
+ cpu_ticks_elapsed = _delta_smoother.smooth_delta(cpu_ticks_elapsed);
+
return cpu_ticks_elapsed / 1000000.0;
}
diff --git a/main/main_timer_sync.h b/main/main_timer_sync.h
index 47f05aba58..d8b5d4a02d 100644
--- a/main/main_timer_sync.h
+++ b/main/main_timer_sync.h
@@ -33,6 +33,9 @@
#include "core/config/engine.h"
+// Uncomment this define to get more debugging logs for the delta smoothing.
+// #define GODOT_DEBUG_DELTA_SMOOTHER
+
struct MainFrameTime {
double process_step; // delta time to advance during process()
int physics_steps; // number of times to iterate the physics engine
@@ -42,6 +45,66 @@ struct MainFrameTime {
};
class MainTimerSync {
+ class DeltaSmoother {
+ public:
+ // pass the recorded delta, returns a smoothed delta
+ int64_t smooth_delta(int64_t p_delta);
+
+ private:
+ void update_refresh_rate_estimator(int64_t p_delta);
+ bool fps_allows_smoothing(int64_t p_delta);
+
+ // estimated vsync delta (monitor refresh rate)
+ int64_t _vsync_delta = 16666;
+
+ // keep track of accumulated time so we know how many vsyncs to advance by
+ int64_t _leftover_time = 0;
+
+ // keep a rough measurement of the FPS as we run.
+ // If this drifts a long way below or above the refresh rate, the machine
+ // is struggling to keep up, and we can switch off smoothing. This
+ // also deals with the case that the user has overridden the vsync in the GPU settings,
+ // in which case we don't want to try smoothing.
+ static const int MEASURE_FPS_OVER_NUM_FRAMES = 64;
+
+ int64_t _measurement_time = 0;
+ int64_t _measurement_frame_count = 0;
+ int64_t _measurement_end_frame = MEASURE_FPS_OVER_NUM_FRAMES;
+ int64_t _measurement_start_time = 0;
+ bool _measurement_allows_smoothing = true;
+
+ // we can estimate the fps by growing it on condition
+ // that a large proportion of frames are higher than the current estimate.
+ int32_t _estimated_fps = 0;
+ int32_t _hits_at_estimated = 0;
+ int32_t _hits_above_estimated = 0;
+ int32_t _hits_below_estimated = 0;
+ int32_t _hits_one_above_estimated = 0;
+ int32_t _hits_one_below_estimated = 0;
+ bool _estimate_complete = false;
+ bool _estimate_locked = false;
+
+ // data for averaging the delta over a second or so
+ // to prevent spurious values
+ int64_t _estimator_total_delta = 0;
+ int32_t _estimator_delta_readings = 0;
+
+ void made_new_estimate() {
+ _hits_above_estimated = 0;
+ _hits_at_estimated = 0;
+ _hits_below_estimated = 0;
+ _hits_one_above_estimated = 0;
+ _hits_one_below_estimated = 0;
+
+ _estimate_complete = false;
+
+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
+ print_line("estimated fps " + itos(_estimated_fps));
+#endif
+ }
+
+ } _delta_smoother;
+
// wall clock time measured on the main thread
uint64_t last_cpu_ticks_usec = 0;
uint64_t current_cpu_ticks_usec = 0;