/*************************************************************************/ /* main_timer_sync.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 MAIN_TIMER_SYNC_H #define MAIN_TIMER_SYNC_H #include "core/config/engine.h" struct MainFrameTime { float process_step; // delta time to advance during process() int physics_steps; // number of times to iterate the physics engine float interpolation_fraction; // fraction through the current physics tick void clamp_process_step(float min_process_step, float max_process_step); }; class MainTimerSync { // wall clock time measured on the main thread uint64_t last_cpu_ticks_usec = 0; uint64_t current_cpu_ticks_usec = 0; // logical game time since last physics timestep float time_accum = 0; // current difference between wall clock time and reported sum of process_steps float time_deficit = 0; // 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 = 0; protected: // returns the fraction of p_physics_step 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_process_step, return appropriate number of steps to simulate MainFrameTime advance_core(float p_physics_step, int p_physics_fps, float p_process_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_physics_step, int p_physics_fps, float p_process_step); // determine wall clock step since last iteration float get_cpu_process_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_physics_step, int p_physics_fps); }; #endif // MAIN_TIMER_SYNC_H