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-rw-r--r--main/timer_sync.h71
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diff --git a/main/timer_sync.h b/main/timer_sync.h
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+#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