Merge pull request #48390 from lawnjelly/delta_smooth
Add frame delta smoothing option
This commit is contained in:
commit
d3f500cf33
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@ -596,6 +596,14 @@ bool _OS::is_vsync_via_compositor_enabled() const {
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return OS::get_singleton()->is_vsync_via_compositor_enabled();
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}
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void _OS::set_delta_smoothing(bool p_enabled) {
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OS::get_singleton()->set_delta_smoothing(p_enabled);
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}
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bool _OS::is_delta_smoothing_enabled() const {
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return OS::get_singleton()->is_delta_smoothing_enabled();
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}
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_OS::PowerState _OS::get_power_state() {
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return _OS::PowerState(OS::get_singleton()->get_power_state());
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}
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@ -1369,6 +1377,9 @@ void _OS::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_vsync_via_compositor", "enable"), &_OS::set_vsync_via_compositor);
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ClassDB::bind_method(D_METHOD("is_vsync_via_compositor_enabled"), &_OS::is_vsync_via_compositor_enabled);
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ClassDB::bind_method(D_METHOD("set_delta_smoothing", "delta_smoothing_enabled"), &_OS::set_delta_smoothing);
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ClassDB::bind_method(D_METHOD("is_delta_smoothing_enabled"), &_OS::is_delta_smoothing_enabled);
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ClassDB::bind_method(D_METHOD("has_feature", "tag_name"), &_OS::has_feature);
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ClassDB::bind_method(D_METHOD("get_power_state"), &_OS::get_power_state);
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@ -1391,6 +1402,7 @@ void _OS::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "exit_code"), "set_exit_code", "get_exit_code");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "vsync_enabled"), "set_use_vsync", "is_vsync_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "vsync_via_compositor"), "set_vsync_via_compositor", "is_vsync_via_compositor_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "delta_smoothing"), "set_delta_smoothing", "is_delta_smoothing_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "low_processor_usage_mode"), "set_low_processor_usage_mode", "is_in_low_processor_usage_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "low_processor_usage_mode_sleep_usec"), "set_low_processor_usage_mode_sleep_usec", "get_low_processor_usage_mode_sleep_usec");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_screen_on"), "set_keep_screen_on", "is_keep_screen_on");
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@ -374,6 +374,9 @@ public:
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void set_vsync_via_compositor(bool p_enable);
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bool is_vsync_via_compositor_enabled() const;
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void set_delta_smoothing(bool p_enabled);
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bool is_delta_smoothing_enabled() const;
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PowerState get_power_state();
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int get_power_seconds_left();
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int get_power_percent_left();
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@ -587,6 +587,14 @@ bool OS::is_vsync_via_compositor_enabled() const {
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return _vsync_via_compositor;
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}
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void OS::set_delta_smoothing(bool p_enabled) {
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_delta_smoothing_enabled = p_enabled;
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}
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bool OS::is_delta_smoothing_enabled() const {
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return _delta_smoothing_enabled;
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}
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OS::PowerState OS::get_power_state() {
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return POWERSTATE_UNKNOWN;
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}
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@ -798,6 +806,7 @@ OS::OS() {
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_no_window = false;
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_exit_code = 0;
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_orientation = SCREEN_LANDSCAPE;
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_delta_smoothing_enabled = false;
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_render_thread_mode = RENDER_THREAD_SAFE;
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@ -62,6 +62,7 @@ class OS {
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bool _allow_layered;
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bool _use_vsync;
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bool _vsync_via_compositor;
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bool _delta_smoothing_enabled;
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char *last_error;
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@ -548,6 +549,9 @@ public:
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void set_vsync_via_compositor(bool p_enable);
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bool is_vsync_via_compositor_enabled() const;
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void set_delta_smoothing(bool p_enabled);
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bool is_delta_smoothing_enabled() const;
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virtual OS::PowerState get_power_state();
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virtual int get_power_seconds_left();
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virtual int get_power_percent_left();
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@ -1104,6 +1104,9 @@
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<member name="current_screen" type="int" setter="set_current_screen" getter="get_current_screen" default="0">
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The current screen index (starting from 0).
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</member>
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<member name="delta_smoothing" type="bool" setter="set_delta_smoothing" getter="is_delta_smoothing_enabled" default="true">
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If [code]true[/code], the engine filters the time delta measured between each frame, and attempts to compensate for random variation. This will only operate on systems where V-Sync is active.
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</member>
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<member name="exit_code" type="int" setter="set_exit_code" getter="get_exit_code" default="0">
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The exit code passed to the OS when the main loop exits. By convention, an exit code of [code]0[/code] indicates success whereas a non-zero exit code indicates an error. For portability reasons, the exit code should be set between 0 and 125 (inclusive).
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[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] with an [code]exit_code[/code] argument passed.
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@ -244,6 +244,11 @@
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<member name="application/config/windows_native_icon" type="String" setter="" getter="" default="""">
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Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method OS.set_native_icon].
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</member>
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<member name="application/run/delta_smoothing" type="bool" setter="" getter="" default="true">
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Time samples for frame deltas are subject to random variation introduced by the platform, even when frames are displayed at regular intervals thanks to V-Sync. This can lead to jitter. Delta smoothing can often give a better result by filtering the input deltas to correct for minor fluctuations from the refresh rate.
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[b]Note:[/b] Delta smoothing is only attempted when [member display/window/vsync/use_vsync] is switched on, as it does not work well without V-Sync.
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It may take several seconds at a stable frame rate before the smoothing is initially activated. It will only be active on machines where performance is adequate to render frames at the refresh rate.
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</member>
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<member name="application/run/disable_stderr" type="bool" setter="" getter="" default="false">
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If [code]true[/code], disables printing to standard error. If [code]true[/code], this also hides error and warning messages printed by [method @GDScript.push_error] and [method @GDScript.push_warning]. See also [member application/run/disable_stdout].
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Changes to this setting will only be applied upon restarting the application.
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@ -270,6 +270,8 @@ void Main::print_help(const char *p_binary) {
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OS::get_singleton()->print(" --no-window Run with invisible window. Useful together with --script.\n");
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OS::get_singleton()->print(" --enable-vsync-via-compositor When vsync is enabled, vsync via the OS' window compositor (Windows only).\n");
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OS::get_singleton()->print(" --disable-vsync-via-compositor Disable vsync via the OS' window compositor (Windows only).\n");
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OS::get_singleton()->print(" --enable-delta-smoothing When vsync is enabled, enabled frame delta smoothing.\n");
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OS::get_singleton()->print(" --disable-delta-smoothing Disable frame delta smoothing.\n");
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OS::get_singleton()->print(" --tablet-driver Tablet input driver (");
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for (int i = 0; i < OS::get_singleton()->get_tablet_driver_count(); i++) {
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if (i != 0) {
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@ -420,6 +422,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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bool use_custom_res = true;
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bool force_res = false;
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bool saw_vsync_via_compositor_override = false;
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bool delta_smoothing_override = false;
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#ifdef TOOLS_ENABLED
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bool found_project = false;
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#endif
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@ -640,6 +643,12 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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} else if (I->get() == "--disable-vsync-via-compositor") {
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video_mode.vsync_via_compositor = false;
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saw_vsync_via_compositor_override = true;
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} else if (I->get() == "--enable-delta-smoothing") {
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OS::get_singleton()->set_delta_smoothing(true);
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delta_smoothing_override = true;
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} else if (I->get() == "--disable-delta-smoothing") {
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OS::get_singleton()->set_delta_smoothing(false);
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delta_smoothing_override = true;
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#endif
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} else if (I->get() == "--profiling") { // enable profiling
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@ -1195,6 +1204,11 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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OS::get_singleton()->set_low_processor_usage_mode_sleep_usec(GLOBAL_DEF("application/run/low_processor_mode_sleep_usec", 6900)); // Roughly 144 FPS
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ProjectSettings::get_singleton()->set_custom_property_info("application/run/low_processor_mode_sleep_usec", PropertyInfo(Variant::INT, "application/run/low_processor_mode_sleep_usec", PROPERTY_HINT_RANGE, "0,33200,1,or_greater")); // No negative numbers
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GLOBAL_DEF("application/run/delta_smoothing", true);
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if (!delta_smoothing_override) {
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OS::get_singleton()->set_delta_smoothing(GLOBAL_GET("application/run/delta_smoothing"));
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}
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GLOBAL_DEF("display/window/ios/hide_home_indicator", true);
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GLOBAL_DEF("input_devices/pointing/ios/touch_delay", 0.150);
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@ -30,6 +30,9 @@
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#include "main_timer_sync.h"
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#include "core/math/math_funcs.h"
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#include "core/os/os.h"
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void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) {
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if (idle_step < min_idle_step) {
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idle_step = min_idle_step;
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@ -40,6 +43,244 @@ void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) {
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/////////////////////////////////
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void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int p_delta) {
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// the calling code should prevent 0 or negative values of delta
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// (preventing divide by zero)
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// note that if the estimate gets locked, and something external changes this
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// (e.g. user changes to non-vsync in the OS), then the results may be less than ideal,
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// but usually it will detect this via the FPS measurement and not attempt smoothing.
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// This should be a rare occurrence anyway, and will be cured next time user restarts game.
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if (_estimate_locked) {
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return;
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}
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// First average the delta over NUM_READINGS
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_estimator_total_delta += p_delta;
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_estimator_delta_readings++;
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const int NUM_READINGS = 60;
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if (_estimator_delta_readings < NUM_READINGS) {
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return;
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}
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// use average
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p_delta = _estimator_total_delta / NUM_READINGS;
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// reset the averager for next time
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_estimator_delta_readings = 0;
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_estimator_total_delta = 0;
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///////////////////////////////
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int fps = Math::round(1000000.0 / p_delta);
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// initial estimation, to speed up converging, special case we will estimate the refresh rate
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// from the first average FPS reading
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if (_estimated_fps == 0) {
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// below 50 might be chugging loading stuff, or else
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// dropping loads of frames, so the estimate will be inaccurate
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if (fps >= 50) {
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_estimated_fps = fps;
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#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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print_line("initial guess (average measured) refresh rate: " + itos(fps));
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#endif
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} else {
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// can't get started until above 50
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return;
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}
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}
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// we hit our exact estimated refresh rate.
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// increase our confidence in the estimate.
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if (fps == _estimated_fps) {
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// note that each hit is an average of NUM_READINGS frames
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_hits_at_estimated++;
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if (_estimate_complete && _hits_at_estimated == 20) {
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_estimate_locked = true;
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#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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print_line("estimate LOCKED at " + itos(_estimated_fps) + " fps");
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#endif
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return;
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}
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// if we are getting pretty confident in this estimate, decide it is complete
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// (it can still be increased later, and possibly lowered but only for a short time)
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if ((!_estimate_complete) && (_hits_at_estimated > 2)) {
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// when the estimate is complete we turn on smoothing
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if (_estimated_fps) {
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_estimate_complete = true;
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_vsync_delta = 1000000 / _estimated_fps;
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#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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print_line("estimate complete. vsync_delta " + itos(_vsync_delta) + ", fps " + itos(_estimated_fps));
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#endif
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}
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}
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#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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if ((_hits_at_estimated % (400 / NUM_READINGS)) == 0) {
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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) + " )";
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print_line(sz);
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}
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#endif
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return;
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}
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const int SIGNIFICANCE_UP = 1;
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const int SIGNIFICANCE_DOWN = 2;
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// we are not usually interested in slowing the estimate
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// but we may have overshot, so make it possible to reduce
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if (fps < _estimated_fps) {
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// micro changes
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if (fps == (_estimated_fps - 1)) {
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_hits_one_below_estimated++;
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if ((_hits_one_below_estimated > _hits_at_estimated) && (_hits_one_below_estimated > SIGNIFICANCE_DOWN)) {
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_estimated_fps--;
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made_new_estimate();
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}
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return;
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} else {
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_hits_below_estimated++;
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// don't allow large lowering if we are established at a refresh rate, as it will probably be dropped frames
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bool established = _estimate_complete && (_hits_at_estimated > 10);
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// macro changes
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// note there is a large barrier to macro lowering. That is because it is more likely to be dropped frames
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// than mis-estimation of the refresh rate.
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if (!established) {
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if (((_hits_below_estimated / 8) > _hits_at_estimated) && (_hits_below_estimated > SIGNIFICANCE_DOWN)) {
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// decrease the estimate
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_estimated_fps--;
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made_new_estimate();
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}
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}
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return;
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}
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}
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// Changes increasing the estimate.
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// micro changes
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if (fps == (_estimated_fps + 1)) {
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_hits_one_above_estimated++;
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if ((_hits_one_above_estimated > _hits_at_estimated) && (_hits_one_above_estimated > SIGNIFICANCE_UP)) {
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_estimated_fps++;
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made_new_estimate();
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}
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return;
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} else {
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_hits_above_estimated++;
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// macro changes
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if ((_hits_above_estimated > _hits_at_estimated) && (_hits_above_estimated > SIGNIFICANCE_UP)) {
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// increase the estimate
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int change = fps - _estimated_fps;
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change /= 2;
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change = MAX(1, change);
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_estimated_fps += change;
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made_new_estimate();
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}
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return;
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}
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}
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bool MainTimerSync::DeltaSmoother::fps_allows_smoothing(int p_delta) {
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_measurement_time += p_delta;
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_measurement_frame_count++;
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if (_measurement_frame_count == _measurement_end_frame) {
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// only switch on or off if the estimate is complete
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if (_estimate_complete) {
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int64_t time_passed = _measurement_time - _measurement_start_time;
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// average delta
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time_passed /= MEASURE_FPS_OVER_NUM_FRAMES;
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// estimate fps
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if (time_passed) {
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float fps = 1000000.0f / time_passed;
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float ratio = fps / (float)_estimated_fps;
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//print_line("ratio : " + String(Variant(ratio)));
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if ((ratio > 0.95) && (ratio < 1.05)) {
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_measurement_allows_smoothing = true;
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} else {
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_measurement_allows_smoothing = false;
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}
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}
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} // estimate complete
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// new start time for next iteration
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_measurement_start_time = _measurement_time;
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_measurement_end_frame += MEASURE_FPS_OVER_NUM_FRAMES;
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}
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return _measurement_allows_smoothing;
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}
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int MainTimerSync::DeltaSmoother::smooth_delta(int p_delta) {
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// Conditions to disable smoothing.
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// Note that vsync is a request, it cannot be relied on, the OS may override this.
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// If the OS turns vsync on without vsync in the app, smoothing will not be enabled.
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// If the OS turns vsync off with sync enabled in the app, the smoothing must detect this
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// via the error metric and switch off.
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if (!OS::get_singleton()->is_delta_smoothing_enabled() || !OS::get_singleton()->is_vsync_enabled() || Engine::get_singleton()->is_editor_hint()) {
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return p_delta;
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}
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// keep a running guesstimate of the FPS, and turn off smoothing if
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// conditions not close to the estimated FPS
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if (!fps_allows_smoothing(p_delta)) {
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return p_delta;
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}
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// we can't cope with negative deltas .. OS bug on some hardware
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// and also very small deltas caused by vsync being off.
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// This could possibly be part of a hiccup, this value isn't fixed in stone...
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if (p_delta < 1000) {
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return p_delta;
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}
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// note still some vsync off will still get through to this point...
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// and we need to cope with it by not converging the estimator / and / or not smoothing
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update_refresh_rate_estimator(p_delta);
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// no smoothing until we know what the refresh rate is
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if (!_estimate_complete) {
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return p_delta;
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}
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// accumulate the time we have available to use
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_leftover_time += p_delta;
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// how many vsyncs units can we fit?
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int units = _leftover_time / _vsync_delta;
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// a delta must include minimum 1 vsync
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// (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");
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||||
|
||||
return units * _vsync_delta;
|
||||
}
|
||||
|
||||
/////////////////////////////////////
|
||||
|
||||
// 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
|
||||
|
@ -195,6 +436,8 @@ 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;
|
||||
|
||||
cpu_ticks_elapsed = _delta_smoother.smooth_delta(cpu_ticks_elapsed);
|
||||
|
||||
return cpu_ticks_elapsed / 1000000.0;
|
||||
}
|
||||
|
||||
|
|
|
@ -33,6 +33,9 @@
|
|||
|
||||
#include "core/engine.h"
|
||||
|
||||
// define these to get more debugging logs for the delta smoothing
|
||||
//#define GODOT_DEBUG_DELTA_SMOOTHER
|
||||
|
||||
struct MainFrameTime {
|
||||
float idle_step; // time to advance idles for (argument to 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
|
||||
int smooth_delta(int p_delta);
|
||||
|
||||
private:
|
||||
void update_refresh_rate_estimator(int p_delta);
|
||||
bool fps_allows_smoothing(int 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.
|
||||
int _estimated_fps = 0;
|
||||
int _hits_at_estimated = 0;
|
||||
int _hits_above_estimated = 0;
|
||||
int _hits_below_estimated = 0;
|
||||
int _hits_one_above_estimated = 0;
|
||||
int _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
|
||||
int _estimator_total_delta = 0;
|
||||
int _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;
|
||||
uint64_t current_cpu_ticks_usec;
|
||||
|
|
Loading…
Reference in New Issue