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-rw-r--r--core/os/os.cpp36
1 files changed, 36 insertions, 0 deletions
diff --git a/core/os/os.cpp b/core/os/os.cpp
index c842be333c..231069fcfb 100644
--- a/core/os/os.cpp
+++ b/core/os/os.cpp
@@ -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;