Move frame delaying functions from Main to OS.
Will allow specific platforms to override it and avoid blocking on the main/GUI thread.
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parent
84e9e58084
commit
1b6e3458b2
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@ -41,6 +41,7 @@
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#include <stdarg.h>
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OS *OS::singleton = nullptr;
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uint64_t OS::target_ticks = 0;
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OS *OS::get_singleton() {
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return singleton;
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@ -468,6 +469,41 @@ void OS::close_midi_inputs() {
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}
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}
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void OS::add_frame_delay(bool p_can_draw) {
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const uint32_t frame_delay = Engine::get_singleton()->get_frame_delay();
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if (frame_delay) {
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// Add fixed frame delay to decrease CPU/GPU usage. This doesn't take
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// the actual frame time into account.
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// Due to the high fluctuation of the actual sleep duration, it's not recommended
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// to use this as a FPS limiter.
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delay_usec(frame_delay * 1000);
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}
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// Add a dynamic frame delay to decrease CPU/GPU usage. This takes the
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// previous frame time into account for a smoother result.
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uint64_t dynamic_delay = 0;
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if (is_in_low_processor_usage_mode() || !p_can_draw) {
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dynamic_delay = get_low_processor_usage_mode_sleep_usec();
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}
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const int target_fps = Engine::get_singleton()->get_target_fps();
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if (target_fps > 0 && !Engine::get_singleton()->is_editor_hint()) {
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// Override the low processor usage mode sleep delay if the target FPS is lower.
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dynamic_delay = MAX(dynamic_delay, (uint64_t)(1000000 / target_fps));
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}
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if (dynamic_delay > 0) {
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target_ticks += dynamic_delay;
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uint64_t current_ticks = get_ticks_usec();
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if (current_ticks < target_ticks) {
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delay_usec(target_ticks - current_ticks);
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}
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current_ticks = get_ticks_usec();
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target_ticks = MIN(MAX(target_ticks, current_ticks - dynamic_delay), current_ticks + dynamic_delay);
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}
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}
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OS::OS() {
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void *volatile stack_bottom;
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@ -43,6 +43,7 @@
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class OS {
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static OS *singleton;
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static uint64_t target_ticks;
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String _execpath;
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List<String> _cmdline;
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bool _keep_screen_on = true; // set default value to true, because this had been true before godot 2.0.
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@ -212,6 +213,8 @@ public:
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virtual double get_unix_time() const;
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virtual void delay_usec(uint32_t p_usec) const = 0;
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virtual void add_frame_delay(bool p_can_draw);
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virtual uint64_t get_ticks_usec() const = 0;
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uint32_t get_ticks_msec() const;
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uint64_t get_splash_tick_msec() const;
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@ -2115,7 +2115,6 @@ bool Main::start() {
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*/
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uint64_t Main::last_ticks = 0;
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uint64_t Main::target_ticks = 0;
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uint32_t Main::frames = 0;
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uint32_t Main::frame = 0;
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bool Main::force_redraw_requested = false;
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@ -2266,38 +2265,7 @@ bool Main::iteration() {
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return exit;
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}
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const uint32_t frame_delay = Engine::get_singleton()->get_frame_delay();
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if (frame_delay) {
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// Add fixed frame delay to decrease CPU/GPU usage. This doesn't take
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// the actual frame time into account.
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// Due to the high fluctuation of the actual sleep duration, it's not recommended
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// to use this as a FPS limiter.
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OS::get_singleton()->delay_usec(frame_delay * 1000);
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}
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// Add a dynamic frame delay to decrease CPU/GPU usage. This takes the
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// previous frame time into account for a smoother result.
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uint64_t dynamic_delay = 0;
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if (OS::get_singleton()->is_in_low_processor_usage_mode() || !DisplayServer::get_singleton()->window_can_draw()) {
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dynamic_delay = OS::get_singleton()->get_low_processor_usage_mode_sleep_usec();
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}
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const int target_fps = Engine::get_singleton()->get_target_fps();
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if (target_fps > 0 && !Engine::get_singleton()->is_editor_hint()) {
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// Override the low processor usage mode sleep delay if the target FPS is lower.
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dynamic_delay = MAX(dynamic_delay, (uint64_t)(1000000 / target_fps));
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}
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if (dynamic_delay > 0) {
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target_ticks += dynamic_delay;
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uint64_t current_ticks = OS::get_singleton()->get_ticks_usec();
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if (current_ticks < target_ticks) {
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OS::get_singleton()->delay_usec(target_ticks - current_ticks);
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}
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current_ticks = OS::get_singleton()->get_ticks_usec();
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target_ticks = MIN(MAX(target_ticks, current_ticks - dynamic_delay), current_ticks + dynamic_delay);
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}
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OS::get_singleton()->add_frame_delay(DisplayServer::get_singleton()->window_can_draw());
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#ifdef TOOLS_ENABLED
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if (auto_build_solutions) {
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@ -38,7 +38,6 @@
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class Main {
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static void print_help(const char *p_binary);
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static uint64_t last_ticks;
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static uint64_t target_ticks;
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static uint32_t frames;
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static uint32_t frame;
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static bool force_redraw_requested;
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