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Diffstat (limited to 'main/main_timer_sync.cpp')
-rw-r--r-- | main/main_timer_sync.cpp | 223 |
1 files changed, 223 insertions, 0 deletions
diff --git a/main/main_timer_sync.cpp b/main/main_timer_sync.cpp new file mode 100644 index 0000000000..f7388c8517 --- /dev/null +++ b/main/main_timer_sync.cpp @@ -0,0 +1,223 @@ +/*************************************************************************/ +/* 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); +} |