Merge pull request #39994 from Faless/iteration/os_delay

Move frame delaying functions from Main to OS.
This commit is contained in:
Rémi Verschelde 2020-06-30 22:13:58 +02:00 committed by GitHub
commit 5187d25eb2
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4 changed files with 40 additions and 34 deletions

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@ -41,6 +41,7 @@
#include <stdarg.h>
OS *OS::singleton = nullptr;
uint64_t OS::target_ticks = 0;
OS *OS::get_singleton() {
return singleton;
@ -468,6 +469,41 @@ void OS::close_midi_inputs() {
}
}
void OS::add_frame_delay(bool p_can_draw) {
const uint32_t frame_delay = Engine::get_singleton()->get_frame_delay();
if (frame_delay) {
// Add fixed frame delay to decrease CPU/GPU usage. This doesn't take
// the actual frame time into account.
// Due to the high fluctuation of the actual sleep duration, it's not recommended
// to use this as a FPS limiter.
delay_usec(frame_delay * 1000);
}
// Add a dynamic frame delay to decrease CPU/GPU usage. This takes the
// previous frame time into account for a smoother result.
uint64_t dynamic_delay = 0;
if (is_in_low_processor_usage_mode() || !p_can_draw) {
dynamic_delay = get_low_processor_usage_mode_sleep_usec();
}
const int target_fps = Engine::get_singleton()->get_target_fps();
if (target_fps > 0 && !Engine::get_singleton()->is_editor_hint()) {
// Override the low processor usage mode sleep delay if the target FPS is lower.
dynamic_delay = MAX(dynamic_delay, (uint64_t)(1000000 / target_fps));
}
if (dynamic_delay > 0) {
target_ticks += dynamic_delay;
uint64_t current_ticks = get_ticks_usec();
if (current_ticks < target_ticks) {
delay_usec(target_ticks - current_ticks);
}
current_ticks = get_ticks_usec();
target_ticks = MIN(MAX(target_ticks, current_ticks - dynamic_delay), current_ticks + dynamic_delay);
}
}
OS::OS() {
void *volatile stack_bottom;

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@ -43,6 +43,7 @@
class OS {
static OS *singleton;
static uint64_t target_ticks;
String _execpath;
List<String> _cmdline;
bool _keep_screen_on = true; // set default value to true, because this had been true before godot 2.0.
@ -212,6 +213,8 @@ public:
virtual double get_unix_time() const;
virtual void delay_usec(uint32_t p_usec) const = 0;
virtual void add_frame_delay(bool p_can_draw);
virtual uint64_t get_ticks_usec() const = 0;
uint32_t get_ticks_msec() const;
uint64_t get_splash_tick_msec() const;

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@ -2115,7 +2115,6 @@ bool Main::start() {
*/
uint64_t Main::last_ticks = 0;
uint64_t Main::target_ticks = 0;
uint32_t Main::frames = 0;
uint32_t Main::frame = 0;
bool Main::force_redraw_requested = false;
@ -2266,38 +2265,7 @@ bool Main::iteration() {
return exit;
}
const uint32_t frame_delay = Engine::get_singleton()->get_frame_delay();
if (frame_delay) {
// Add fixed frame delay to decrease CPU/GPU usage. This doesn't take
// the actual frame time into account.
// Due to the high fluctuation of the actual sleep duration, it's not recommended
// to use this as a FPS limiter.
OS::get_singleton()->delay_usec(frame_delay * 1000);
}
// Add a dynamic frame delay to decrease CPU/GPU usage. This takes the
// previous frame time into account for a smoother result.
uint64_t dynamic_delay = 0;
if (OS::get_singleton()->is_in_low_processor_usage_mode() || !DisplayServer::get_singleton()->window_can_draw()) {
dynamic_delay = OS::get_singleton()->get_low_processor_usage_mode_sleep_usec();
}
const int target_fps = Engine::get_singleton()->get_target_fps();
if (target_fps > 0 && !Engine::get_singleton()->is_editor_hint()) {
// Override the low processor usage mode sleep delay if the target FPS is lower.
dynamic_delay = MAX(dynamic_delay, (uint64_t)(1000000 / target_fps));
}
if (dynamic_delay > 0) {
target_ticks += dynamic_delay;
uint64_t current_ticks = OS::get_singleton()->get_ticks_usec();
if (current_ticks < target_ticks) {
OS::get_singleton()->delay_usec(target_ticks - current_ticks);
}
current_ticks = OS::get_singleton()->get_ticks_usec();
target_ticks = MIN(MAX(target_ticks, current_ticks - dynamic_delay), current_ticks + dynamic_delay);
}
OS::get_singleton()->add_frame_delay(DisplayServer::get_singleton()->window_can_draw());
#ifdef TOOLS_ENABLED
if (auto_build_solutions) {

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@ -38,7 +38,6 @@
class Main {
static void print_help(const char *p_binary);
static uint64_t last_ticks;
static uint64_t target_ticks;
static uint32_t frames;
static uint32_t frame;
static bool force_redraw_requested;