482 lines
17 KiB
C++
482 lines
17 KiB
C++
/*************************************************************************/
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/* main_timer_sync.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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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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} else if (idle_step > max_idle_step) {
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idle_step = max_idle_step;
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}
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}
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/////////////////////////////////
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void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int64_t 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(int64_t 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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double fps = 1000000.0 / time_passed;
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double ratio = fps / (double)_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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int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t 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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// Very important, ignore long deltas and pass them back unmodified.
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// This is to deal with resuming after suspend for long periods.
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if (p_delta > 1000000) {
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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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int64_t 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,
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// in which case we should switch off delta smoothing, or re-estimate the refresh rate)
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units = MAX(units, 1);
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_leftover_time -= units * _vsync_delta;
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// print_line("units " + itos(units) + ", leftover " + itos(_leftover_time/1000) + " ms");
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return units * _vsync_delta;
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}
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/////////////////////////////////////
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// returns the fraction of p_frame_slice required for the timer to overshoot
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// before advance_core considers changing the physics_steps return from
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// the typical values as defined by typical_physics_steps
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float MainTimerSync::get_physics_jitter_fix() {
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return Engine::get_singleton()->get_physics_jitter_fix();
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}
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// gets our best bet for the average number of physics steps per render frame
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// return value: number of frames back this data is consistent
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int MainTimerSync::get_average_physics_steps(float &p_min, float &p_max) {
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p_min = typical_physics_steps[0];
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p_max = p_min + 1;
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for (int i = 1; i < CONTROL_STEPS; ++i) {
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const float typical_lower = typical_physics_steps[i];
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const float current_min = typical_lower / (i + 1);
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if (current_min > p_max) {
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return i; // bail out of further restrictions would void the interval
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} else if (current_min > p_min) {
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p_min = current_min;
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}
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const float current_max = (typical_lower + 1) / (i + 1);
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if (current_max < p_min) {
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return i;
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} else if (current_max < p_max) {
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p_max = current_max;
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}
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}
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return CONTROL_STEPS;
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}
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// advance physics clock by p_idle_step, return appropriate number of steps to simulate
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MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step) {
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MainFrameTime ret;
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ret.idle_step = p_idle_step;
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// simple determination of number of physics iteration
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time_accum += ret.idle_step;
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ret.physics_steps = floor(time_accum * p_iterations_per_second);
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int min_typical_steps = typical_physics_steps[0];
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int max_typical_steps = min_typical_steps + 1;
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// given the past recorded steps and typical steps to match, calculate bounds for this
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// step to be typical
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bool update_typical = false;
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for (int i = 0; i < CONTROL_STEPS - 1; ++i) {
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int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i];
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if (steps_left_to_match_typical > max_typical_steps ||
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steps_left_to_match_typical + 1 < min_typical_steps) {
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update_typical = true;
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break;
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}
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if (steps_left_to_match_typical > min_typical_steps) {
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min_typical_steps = steps_left_to_match_typical;
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}
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if (steps_left_to_match_typical + 1 < max_typical_steps) {
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max_typical_steps = steps_left_to_match_typical + 1;
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}
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}
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// try to keep it consistent with previous iterations
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if (ret.physics_steps < min_typical_steps) {
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const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix());
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if (max_possible_steps < min_typical_steps) {
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ret.physics_steps = max_possible_steps;
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update_typical = true;
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} else {
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ret.physics_steps = min_typical_steps;
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}
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} else if (ret.physics_steps > max_typical_steps) {
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const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix());
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if (min_possible_steps > max_typical_steps) {
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ret.physics_steps = min_possible_steps;
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update_typical = true;
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} else {
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ret.physics_steps = max_typical_steps;
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}
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}
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time_accum -= ret.physics_steps * p_frame_slice;
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// keep track of accumulated step counts
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for (int i = CONTROL_STEPS - 2; i >= 0; --i) {
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accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps;
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}
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accumulated_physics_steps[0] = ret.physics_steps;
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if (update_typical) {
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for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
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if (typical_physics_steps[i] > accumulated_physics_steps[i]) {
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typical_physics_steps[i] = accumulated_physics_steps[i];
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} else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) {
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typical_physics_steps[i] = accumulated_physics_steps[i] - 1;
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}
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}
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}
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return ret;
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}
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// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
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MainFrameTime MainTimerSync::advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step) {
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if (fixed_fps != -1) {
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p_idle_step = 1.0 / fixed_fps;
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}
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// compensate for last deficit
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p_idle_step += time_deficit;
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MainFrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_idle_step);
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// we will do some clamping on ret.idle_step and need to sync those changes to time_accum,
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// that's easiest if we just remember their fixed difference now
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const double idle_minus_accum = ret.idle_step - time_accum;
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// first, least important clamping: keep ret.idle_step consistent with typical_physics_steps.
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// this smoothes out the idle steps and culls small but quick variations.
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{
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float min_average_physics_steps, max_average_physics_steps;
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int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps);
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if (consistent_steps > 3) {
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ret.clamp_idle(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice);
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}
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}
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// second clamping: keep abs(time_deficit) < jitter_fix * frame_slise
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float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice;
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ret.clamp_idle(p_idle_step - max_clock_deviation, p_idle_step + max_clock_deviation);
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// last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and idle
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ret.clamp_idle(idle_minus_accum, idle_minus_accum + p_frame_slice);
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// restore time_accum
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time_accum = ret.idle_step - idle_minus_accum;
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// track deficit
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time_deficit = p_idle_step - ret.idle_step;
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// p_frame_slice is 1.0 / iterations_per_sec
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// i.e. the time in seconds taken by a physics tick
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ret.interpolation_fraction = time_accum / p_frame_slice;
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return ret;
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}
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// determine wall clock step since last iteration
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float MainTimerSync::get_cpu_idle_step() {
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uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
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last_cpu_ticks_usec = current_cpu_ticks_usec;
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cpu_ticks_elapsed = _delta_smoother.smooth_delta(cpu_ticks_elapsed);
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return cpu_ticks_elapsed / 1000000.0;
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}
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MainTimerSync::MainTimerSync() :
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last_cpu_ticks_usec(0),
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current_cpu_ticks_usec(0),
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time_accum(0),
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time_deficit(0),
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fixed_fps(0) {
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for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
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typical_physics_steps[i] = i;
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accumulated_physics_steps[i] = i;
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}
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}
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// start the clock
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void MainTimerSync::init(uint64_t p_cpu_ticks_usec) {
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current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec;
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}
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// set measured wall clock time
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void MainTimerSync::set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) {
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current_cpu_ticks_usec = p_cpu_ticks_usec;
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}
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void MainTimerSync::set_fixed_fps(int p_fixed_fps) {
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fixed_fps = p_fixed_fps;
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}
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// advance one frame, return timesteps to take
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MainFrameTime MainTimerSync::advance(float p_frame_slice, int p_iterations_per_second) {
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float cpu_idle_step = get_cpu_idle_step();
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return advance_checked(p_frame_slice, p_iterations_per_second, cpu_idle_step);
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}
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