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Diffstat (limited to 'main/timer_sync.h')
-rw-r--r-- | main/timer_sync.h | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/main/timer_sync.h b/main/timer_sync.h new file mode 100644 index 0000000000..6ef4254270 --- /dev/null +++ b/main/timer_sync.h @@ -0,0 +1,71 @@ +#ifndef TIMER_SYNC_H +#define TIMER_SYNC_H + +#include "core/engine.h" + +struct MainFrameTime { + float idle_step; // time to advance idles for (argument to process()) + int physics_steps; // number of times to iterate the physics engine + + void clamp_idle(float min_idle_step, float max_idle_step); +}; + +class MainTimerSync { + // 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 idle_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]; + + int fixed_fps; + +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(); + + // 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); + + // advance physics clock by p_idle_step, return appropriate number of steps to simulate + MainFrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step); + + // calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero + MainFrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step); + + // determine wall clock step since last iteration + float get_cpu_idle_step(); + +public: + MainTimerSync(); + + // start the clock + void init(uint64_t p_cpu_ticks_usec); + // set measured wall clock time + void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec); + //set fixed fps + void set_fixed_fps(int p_fixed_fps); + + // advance one frame, return timesteps to take + MainFrameTime advance(float p_frame_slice, int p_iterations_per_second); +}; + +#endif // TIMER_SYNC_H |