keep track of lost frames and updates, to ensure FPS stability and

better CPU sleep times
This commit is contained in:
Jupeyy 2018-03-01 07:34:14 +01:00
parent 3dabb5c2bd
commit 238c8847c0

View file

@ -2701,6 +2701,7 @@ void CClient::Run()
bool LastG = false;
int64 LastTime = time_get();
int64 LastRenderTime = time_get();
while (1)
{
@ -2789,7 +2790,7 @@ void CClient::Run()
if((g_Config.m_GfxBackgroundRender || m_pGraphics->WindowOpen())
&& (!g_Config.m_GfxAsyncRenderOld || m_pGraphics->IsIdle())
&& (!g_Config.m_GfxRefreshRate || Now >= m_LastRenderTime + time_freq() / g_Config.m_GfxRefreshRate))
&& (!g_Config.m_GfxRefreshRate || ((int64)((float)time_freq() / (float)g_Config.m_GfxRefreshRate)) <= Now - LastRenderTime))
{
m_RenderFrames++;
@ -2801,6 +2802,12 @@ void CClient::Run()
m_RenderFrameTimeHigh = m_RenderFrameTime;
m_FpsGraph.Add(1.0f/m_RenderFrameTime, 1,1,1);
// keep the overflow time - it's used to make sure the gfx refreshrate is reached
int64 AdditionalTime = (Now - LastRenderTime) - (int64)((float)time_freq() / (float)g_Config.m_GfxRefreshRate);
// if the value is over a second time loose, reset the additional time (drop the frames we lost already)
if(AdditionalTime > time_freq())
AdditionalTime = time_freq();
LastRenderTime = Now - AdditionalTime;
m_LastRenderTime = Now;
#ifdef CONF_DEBUG
@ -2830,8 +2837,8 @@ void CClient::Run()
}
m_pGraphics->Swap();
}
Input()->NextFrame();
}
Input()->NextFrame();
if(Input()->VideoRestartNeeded())
{
m_pGraphics->Init();
@ -2853,19 +2860,42 @@ void CClient::Run()
// beNice
int64 Now = time_get();
int64 SleepTimeInMicroSeconds = 0;
bool Slept = false;
if(
#ifdef CONF_DEBUG
g_Config.m_DbgStress ||
#endif
(g_Config.m_ClRefreshRateInactive && !m_pGraphics->WindowActive()))
{
thread_sleep(max(1000 * (LastTime + time_freq() / g_Config.m_ClRefreshRateInactive - Now) / time_freq(), (int64)0));
int64 TimeNowInMicroSeconds = (Now * 1000000ll) / time_freq();
int64 TimeLastInMicroSeconds = (LastTime * 1000000ll) / time_freq();
SleepTimeInMicroSeconds = (1000000ll / g_Config.m_ClRefreshRate) - (TimeNowInMicroSeconds - TimeLastInMicroSeconds);
thread_sleep(max(SleepTimeInMicroSeconds / 1000ll, 0));
Slept = true;
}
else if(g_Config.m_ClRefreshRate)
{
net_socket_read_wait(m_NetClient[0].m_Socket, max(1000000 * (LastTime + time_freq() / g_Config.m_ClRefreshRate - Now) / time_freq(), (int64)0));
int64 TimeNowInMicroSeconds = (Now * 1000000ll) / time_freq();
int64 TimeLastInMicroSeconds = (LastTime * 1000000ll) / time_freq();
SleepTimeInMicroSeconds = (1000000ll / g_Config.m_ClRefreshRate) - (TimeNowInMicroSeconds - TimeLastInMicroSeconds);
net_socket_read_wait(m_NetClient[0].m_Socket, max(SleepTimeInMicroSeconds, 0));
Slept = true;
}
LastTime = Now;
if(Slept)
{
// look how much we actually slept/waited
int64 After = time_get();
int64 TimeNowInMicroSeconds = (Now * 1000000ll) / time_freq();
int64 TimeAfterInMicroSeconds = (After * 1000000ll) / time_freq();
int64 TimeDiff = SleepTimeInMicroSeconds - (TimeAfterInMicroSeconds - TimeNowInMicroSeconds);
// if the diff gets too small it shouldn't get even smaller (drop the updates, that could not be handled)
if(TimeDiff < -1000000ll)
TimeDiff = -1000000ll;
LastTime = Now + (TimeDiff * time_freq()) / 1000000ll;
}
else
LastTime = Now;
if(g_Config.m_DbgHitch)
{