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-/*************************************************************************/
-/* timer_sync.h */
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
-
-#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