diff options
Diffstat (limited to 'main/main.cpp')
-rw-r--r-- | main/main.cpp | 253 |
1 files changed, 238 insertions, 15 deletions
diff --git a/main/main.cpp b/main/main.cpp index ffc02d8823..fa60bd4e96 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -955,6 +955,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph } Engine::get_singleton()->set_iterations_per_second(GLOBAL_DEF("physics/common/physics_fps", 60)); + Engine::get_singleton()->set_physics_jitter_fix(GLOBAL_DEF("physics/common/physics_jitter_fix", 0.5)); Engine::get_singleton()->set_target_fps(GLOBAL_DEF("debug/settings/fps/force_fps", 0)); GLOBAL_DEF("debug/settings/stdout/print_fps", false); @@ -1228,6 +1229,229 @@ Error Main::setup2(Thread::ID p_main_tid_override) { return OK; } +// everything the main loop needs to know about frame timings +struct _FrameTime { + float animation_step; // time to advance animations for (argument to process()) + int physics_steps; // number of times to iterate the physics engine + + void clamp_animation(float min_animation_step, float max_animation_step) { + if (animation_step < min_animation_step) { + animation_step = min_animation_step; + } else if (animation_step > max_animation_step) { + animation_step = max_animation_step; + } + } +}; + +class _TimerSync { + // wall clock time measured on the main thread + uint64_t last_cpu_ticks_usec; + uint64_t current_cpu_ticks_usec; + + // logical game time since last physics timestep + float time_accum; + + // current difference between wall clock time and reported sum of animation_steps + float time_deficit; + + // number of frames back for keeping accumulated physics steps roughly constant. + // value of 12 chosen because that is what is required to make 144 Hz monitors + // behave well with 60 Hz physics updates. The only worse commonly available refresh + // would be 85, requiring CONTROL_STEPS = 17. + static const int CONTROL_STEPS = 12; + + // sum of physics steps done over the last (i+1) frames + int accumulated_physics_steps[CONTROL_STEPS]; + + // typical value for accumulated_physics_steps[i] is either this or this plus one + int typical_physics_steps[CONTROL_STEPS]; + +protected: + // 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 + float get_physics_jitter_fix() { + return Engine::get_singleton()->get_physics_jitter_fix(); + } + + // gets our best bet for the average number of physics steps per render frame + // return value: number of frames back this data is consistent + int get_average_physics_steps(float &p_min, float &p_max) { + p_min = typical_physics_steps[0]; + p_max = p_min + 1; + + for (int i = 1; i < CONTROL_STEPS; ++i) { + const float typical_lower = typical_physics_steps[i]; + const float current_min = typical_lower / (i + 1); + if (current_min > p_max) + return i; // bail out of further restrictions would void the interval + else if (current_min > p_min) + p_min = current_min; + const float current_max = (typical_lower + 1) / (i + 1); + if (current_max < p_min) + return i; + else if (current_max < p_max) + p_max = current_max; + } + + return CONTROL_STEPS; + } + + // advance physics clock by p_animation_step, return appropriate number of steps to simulate + _FrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_animation_step) { + _FrameTime ret; + + ret.animation_step = p_animation_step; + + // simple determination of number of physics iteration + time_accum += ret.animation_step; + ret.physics_steps = floor(time_accum * p_iterations_per_second); + + int min_typical_steps = typical_physics_steps[0]; + int max_typical_steps = min_typical_steps + 1; + + // given the past recorded steps and typcial steps to match, calculate bounds for this + // step to be typical + bool update_typical = false; + + for (int i = 0; i < CONTROL_STEPS - 1; ++i) { + int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i]; + if (steps_left_to_match_typical > max_typical_steps || + steps_left_to_match_typical + 1 < min_typical_steps) { + update_typical = true; + break; + } + + if (steps_left_to_match_typical > min_typical_steps) + min_typical_steps = steps_left_to_match_typical; + if (steps_left_to_match_typical + 1 < max_typical_steps) + max_typical_steps = steps_left_to_match_typical + 1; + } + + // try to keep it consistent with previous iterations + if (ret.physics_steps < min_typical_steps) { + const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix()); + if (max_possible_steps < min_typical_steps) { + ret.physics_steps = max_possible_steps; + update_typical = true; + } else { + ret.physics_steps = min_typical_steps; + } + } else if (ret.physics_steps > max_typical_steps) { + const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix()); + if (min_possible_steps > max_typical_steps) { + ret.physics_steps = min_possible_steps; + update_typical = true; + } else { + ret.physics_steps = max_typical_steps; + } + } + + time_accum -= ret.physics_steps * p_frame_slice; + + // keep track of accumulated step counts + for (int i = CONTROL_STEPS - 2; i >= 0; --i) { + accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps; + } + accumulated_physics_steps[0] = ret.physics_steps; + + if (update_typical) { + for (int i = CONTROL_STEPS - 1; i >= 0; --i) { + if (typical_physics_steps[i] > accumulated_physics_steps[i]) { + typical_physics_steps[i] = accumulated_physics_steps[i]; + } else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) { + typical_physics_steps[i] = accumulated_physics_steps[i] - 1; + } + } + } + + return ret; + } + + // calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero + _FrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_animation_step) { + if (fixed_fps != -1) + p_animation_step = 1.0 / fixed_fps; + + // compensate for last deficit + p_animation_step += time_deficit; + + _FrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_animation_step); + + // we will do some clamping on ret.animation_step and need to sync those changes to time_accum, + // that's easiest if we just remember their fixed difference now + const double animation_minus_accum = ret.animation_step - time_accum; + + // first, least important clamping: keep ret.animation_step consistent with typical_physics_steps. + // this smoothes out the animation steps and culls small but quick variations. + { + float min_average_physics_steps, max_average_physics_steps; + int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps); + if (consistent_steps > 3) { + ret.clamp_animation(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice); + } + } + + // second clamping: keep abs(time_deficit) < jitter_fix * frame_slise + float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice; + ret.clamp_animation(p_animation_step - max_clock_deviation, p_animation_step + max_clock_deviation); + + // last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and animation + ret.clamp_animation(animation_minus_accum, animation_minus_accum + p_frame_slice); + + // restore time_accum + time_accum = ret.animation_step - animation_minus_accum; + + // track deficit + time_deficit = p_animation_step - ret.animation_step; + + return ret; + } + + // determine wall clock step since last iteration + float get_cpu_animation_step() { + uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec; + last_cpu_ticks_usec = current_cpu_ticks_usec; + + return cpu_ticks_elapsed / 1000000.0; + } + +public: + explicit _TimerSync() : + last_cpu_ticks_usec(0), + current_cpu_ticks_usec(0), + time_accum(0), + time_deficit(0) { + for (int i = CONTROL_STEPS - 1; i >= 0; --i) { + typical_physics_steps[i] = i; + accumulated_physics_steps[i] = i; + } + } + + // start the clock + void init(uint64_t p_cpu_ticks_usec) { + current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec; + } + + // set measured wall clock time + void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) { + current_cpu_ticks_usec = p_cpu_ticks_usec; + } + + // advance one frame, return timesteps to take + _FrameTime advance(float p_frame_slice, int p_iterations_per_second) { + float cpu_animation_step = get_cpu_animation_step(); + + return advance_checked(p_frame_slice, p_iterations_per_second, cpu_animation_step); + } + + void before_start_render() { + VisualServer::get_singleton()->sync(); + } +}; + +static _TimerSync _timer_sync; + bool Main::start() { ERR_FAIL_COND_V(!_start_success, false); @@ -1242,6 +1466,8 @@ bool Main::start() { String _export_preset; bool export_debug = false; + _timer_sync.init(OS::get_singleton()->get_ticks_usec()); + List<String> args = OS::get_singleton()->get_cmdline_args(); for (int i = 0; i < args.size(); i++) { //parameters that do not have an argument to the right @@ -1707,7 +1933,6 @@ bool Main::start() { uint64_t Main::last_ticks = 0; uint64_t Main::target_ticks = 0; -float Main::time_accum = 0; uint32_t Main::frames = 0; uint32_t Main::frame = 0; bool Main::force_redraw_requested = false; @@ -1720,14 +1945,15 @@ bool Main::iteration() { uint64_t ticks = OS::get_singleton()->get_ticks_usec(); Engine::get_singleton()->_frame_ticks = ticks; + _timer_sync.set_cpu_ticks_usec(ticks); uint64_t ticks_elapsed = ticks - last_ticks; - double step = (double)ticks_elapsed / 1000000.0; - if (fixed_fps != -1) - step = 1.0 / fixed_fps; + int physics_fps = Engine::get_singleton()->get_iterations_per_second(); + float frame_slice = 1.0 / physics_fps; - float frame_slice = 1.0 / Engine::get_singleton()->get_iterations_per_second(); + _FrameTime advance = _timer_sync.advance(frame_slice, physics_fps); + double step = advance.animation_step; Engine::get_singleton()->_frame_step = step; @@ -1743,20 +1969,19 @@ bool Main::iteration() { last_ticks = ticks; - if (fixed_fps == -1 && step > frame_slice * 8) - step = frame_slice * 8; - - time_accum += step; + static const int max_physics_steps = 8; + if (fixed_fps == -1 && advance.physics_steps > max_physics_steps) { + step -= (advance.physics_steps - max_physics_steps) * frame_slice; + advance.physics_steps = max_physics_steps; + } float time_scale = Engine::get_singleton()->get_time_scale(); bool exit = false; - int iters = 0; - Engine::get_singleton()->_in_physics = true; - while (time_accum > frame_slice) { + for (int iters = 0; iters < advance.physics_steps; ++iters) { uint64_t physics_begin = OS::get_singleton()->get_ticks_usec(); @@ -1778,12 +2003,10 @@ bool Main::iteration() { Physics2DServer::get_singleton()->end_sync(); Physics2DServer::get_singleton()->step(frame_slice * time_scale); - time_accum -= frame_slice; message_queue->flush(); physics_process_ticks = MAX(physics_process_ticks, OS::get_singleton()->get_ticks_usec() - physics_begin); // keep the largest one for reference physics_process_max = MAX(OS::get_singleton()->get_ticks_usec() - physics_begin, physics_process_max); - iters++; Engine::get_singleton()->_physics_frames++; } @@ -1794,7 +2017,7 @@ bool Main::iteration() { OS::get_singleton()->get_main_loop()->idle(step * time_scale); message_queue->flush(); - VisualServer::get_singleton()->sync(); //sync if still drawing from previous frames. + _timer_sync.before_start_render(); //sync if still drawing from previous frames. if (OS::get_singleton()->can_draw() && !disable_render_loop) { |