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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-05-17 11:25:03 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-05-17 11:25:03 +0200 |
commit | 411b6a95a01e863fff1d26227543d67a2d5d84b3 (patch) | |
tree | 445621668ed5a7c754ec7bfe649e74be489e481f /main | |
parent | c97ead988ac3ba3ef4c0107508c2cf03f1629a54 (diff) | |
parent | 7925670f81593f64f434d24552c1eec41b241308 (diff) | |
download | redot-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.cpp | 30 | ||||
-rw-r--r-- | main/main_timer_sync.cpp | 257 | ||||
-rw-r--r-- | main/main_timer_sync.h | 63 |
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; |