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diff --git a/main/main_timer_sync.cpp b/main/main_timer_sync.cpp
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+/*************************************************************************/
+/* main_timer_sync.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "main_timer_sync.h"
+
+void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) {
+ if (idle_step < min_idle_step) {
+ idle_step = min_idle_step;
+ } else if (idle_step > max_idle_step) {
+ idle_step = max_idle_step;
+ }
+}
+
+/////////////////////////////////
+
+// 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 MainTimerSync::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 MainTimerSync::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_idle_step, return appropriate number of steps to simulate
+MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step) {
+ MainFrameTime ret;
+
+ ret.idle_step = p_idle_step;
+
+ // simple determination of number of physics iteration
+ time_accum += ret.idle_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 typical 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
+MainFrameTime MainTimerSync::advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step) {
+ if (fixed_fps != -1)
+ p_idle_step = 1.0 / fixed_fps;
+
+ // compensate for last deficit
+ p_idle_step += time_deficit;
+
+ MainFrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_idle_step);
+
+ // we will do some clamping on ret.idle_step and need to sync those changes to time_accum,
+ // that's easiest if we just remember their fixed difference now
+ const double idle_minus_accum = ret.idle_step - time_accum;
+
+ // first, least important clamping: keep ret.idle_step consistent with typical_physics_steps.
+ // this smoothes out the idle 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_idle(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_idle(p_idle_step - max_clock_deviation, p_idle_step + max_clock_deviation);
+
+ // last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and idle
+ ret.clamp_idle(idle_minus_accum, idle_minus_accum + p_frame_slice);
+
+ // restore time_accum
+ time_accum = ret.idle_step - idle_minus_accum;
+
+ // track deficit
+ time_deficit = p_idle_step - ret.idle_step;
+
+ return ret;
+}
+
+// determine wall clock step since last iteration
+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;
+
+ return cpu_ticks_elapsed / 1000000.0;
+}
+
+MainTimerSync::MainTimerSync() :
+ last_cpu_ticks_usec(0),
+ current_cpu_ticks_usec(0),
+ time_accum(0),
+ time_deficit(0),
+ fixed_fps(0) {
+ for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
+ typical_physics_steps[i] = i;
+ accumulated_physics_steps[i] = i;
+ }
+}
+
+// start the clock
+void MainTimerSync::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 MainTimerSync::set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) {
+ current_cpu_ticks_usec = p_cpu_ticks_usec;
+}
+
+void MainTimerSync::set_fixed_fps(int p_fixed_fps) {
+ fixed_fps = p_fixed_fps;
+}
+
+// advance one frame, return timesteps to take
+MainFrameTime MainTimerSync::advance(float p_frame_slice, int p_iterations_per_second) {
+ float cpu_idle_step = get_cpu_idle_step();
+
+ return advance_checked(p_frame_slice, p_iterations_per_second, cpu_idle_step);
+}