From 8821d76940f67f17ff7abe140869486ade099d15 Mon Sep 17 00:00:00 2001 From: hgn Date: Sun, 16 Apr 2023 07:38:15 +0100 Subject: [PATCH] better frame timing --- vg.h | 259 +++++++++++++++++++++++++++++++++++++++++------------------ 1 file changed, 180 insertions(+), 79 deletions(-) diff --git a/vg.h b/vg.h index 777a9e3..8e5eafd 100644 --- a/vg.h +++ b/vg.h @@ -169,7 +169,17 @@ struct vg samples, window_should_close; - float refresh_rate; + int display_refresh_rate, + fps_limit; /* 0: use vsync, >0: cap fps to this, no vsync */ + + enum vsync_feature + { + k_vsync_feature_disabled=0, + k_vsync_feature_enabled=1, + k_vsync_feature_enabled_adaptive=2, + k_vsync_feature_error=3 + } + vsync_feature; double mouse_pos[2]; v2f mouse_delta, @@ -178,11 +188,13 @@ struct vg /* Runtime */ double time, time_delta, - frame_delta, - time_real, - time_real_last, time_rate, - accumulator; + + time_fixed_accumulator, + time_fixed_extrapolate, + time_frame_delta; + + u64 time_hp, time_hp_last, time_spinning; int fixed_iterations; @@ -360,7 +372,8 @@ VG_STATIC void vg_checkgl( const char *src_info ); /* Diagnostic */ VG_STATIC struct vg_profile vg_prof_update = {.name="update()"}, - vg_prof_render = {.name="render()"}; + vg_prof_render = {.name="render()"}, + vg_prof_swap = {.name="swap"}; VG_STATIC void vg_checkgl( const char *src_info ) { @@ -402,10 +415,6 @@ VG_STATIC void _vg_load_full(void) VG_STATIC void _vg_process_events(void) { /* Update timers */ - vg.time_real_last = vg.time_real; - vg.time_real = (double)SDL_GetTicks64() / 1000.0; - vg.frame_delta = vg.time_real-vg.time_real_last; - v2_zero( vg.mouse_wheel ); v2_zero( vg.mouse_delta ); @@ -473,16 +482,17 @@ VG_STATIC void _vg_gameloop_update(void) /* Fixed update loop */ vg.engine_stage = k_engine_stage_update_fixed; - vg.accumulator += vg.time_delta; vg.fixed_iterations = 0; vg_lines.allow_input = 1; - while( vg.accumulator >= (VG_TIMESTEP_FIXED-0.00125) ){ + vg.time_fixed_accumulator += vg.time_delta; + + while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){ vg_update_fixed(); vg_lines.allow_input = 0; - vg.accumulator -= VG_TIMESTEP_FIXED; - vg.accumulator = VG_MAX( 0.0, vg.accumulator ); + vg.time_fixed_accumulator -= VG_TIMESTEP_FIXED; + //vg.accumulator = VG_MAX( 0.0, vg.accumulator ); vg.fixed_iterations ++; if( vg.fixed_iterations == 8 ){ @@ -490,6 +500,7 @@ VG_STATIC void _vg_gameloop_update(void) } } vg_lines.allow_input = 1; + vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED; vg.engine_stage = k_engine_stage_update; vg_update_post(); @@ -512,28 +523,40 @@ VG_STATIC void _vg_gameloop_render(void) /* TODO */ ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 ); + + int frame_target = vg.display_refresh_rate; + + if( vg.fps_limit > 0 ){ + frame_target = vg.fps_limit; + } vg_profile_drawn( - (struct vg_profile *[]){&vg_prof_update,&vg_prof_render}, 2, - (1.0f/(float)vg.refresh_rate)*1000.0f, + (struct vg_profile *[]){ + &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3, + (1.0f/(float)frame_target)*1000.0f, (ui_rect){ 4, 4, 250, 0 }, 0 ); if( vg_profiler ){ - char perf[128]; + char perf[256]; - snprintf( perf, 127, + snprintf( perf, 255, "x: %d y: %d\n" - "refresh: %.1f (%.1fms)\n" + "refresh: %d (%.1fms)\n" "samples: %d\n" - "iterations: %d (acc: %.3fms%%)\n", + "iterations: %d (acc: %.3fms%%)\n" + "time: real(%.2f) delta(%.2f) rate(%.2f)\n" + " extrap(%.2f) frame(%.2f) spin( %lu )\n", vg.window_x, vg.window_y, - vg.refresh_rate, (1.0f/vg.refresh_rate)*1000.0f, + frame_target, (1.0f/(float)frame_target)*1000.0f, vg.samples, vg.fixed_iterations, - (vg.accumulator/VG_TIMESTEP_FIXED)*100.0f ); + (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f, + vg.time, vg.time_delta, vg.time_rate, + vg.time_fixed_extrapolate, vg.time_frame_delta, + vg.time_spinning ); - ui_text( (ui_rect){258, 4+24+12,0,0},perf, 1,0); + ui_text( (ui_rect){258, 4+24+12+12,0,0},perf, 1,0); } /* FIXME */ @@ -549,20 +572,105 @@ VG_STATIC void _vg_gameloop_render(void) vg_profile_end( &vg_prof_render ); } +VG_STATIC int vg_framefilter( double dt ) +{ + if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){ + /* turn on vsync if not enabled */ + + enum vsync_feature requested = k_vsync_feature_enabled; + if( vg.fps_limit < 0 ) requested = k_vsync_feature_enabled_adaptive; + + if( vg.vsync_feature != requested ){ + vg_info( "Setting swap interval\n" ); + + int swap_interval = 1; + if( requested == k_vsync_feature_enabled_adaptive ) swap_interval = -1; + + if( SDL_GL_SetSwapInterval( swap_interval ) == -1 ){ + if( requested == k_vsync_feature_enabled ){ + vg_error( "Vsync is not supported by your system\n" ); + vg_warn( "You may be overriding it in your" + " graphics control panel.\n" ); + } + else{ + vg_error( "Adaptive Vsync is not supported by your system\n" ); + } + + vg.vsync_feature = k_vsync_feature_error; + vg.fps_limit = vg.display_refresh_rate; + + /* TODO: Make popup to notify user that this happened */ + return 1; + } + else{ + vg_success( "Vsync enabled (%d)\n", requested ); + vg.vsync_feature = requested; + } + } + + return 0; + } + + if( vg.vsync_feature != k_vsync_feature_disabled ){ + SDL_GL_SetSwapInterval( 0 ); + vg.vsync_feature = k_vsync_feature_disabled; + } + + if( vg.fps_limit < 25 ) vg.fps_limit = 25; + if( vg.fps_limit > 300 ) vg.fps_limit = 300; + + double min_frametime = 1.0/(double)vg.fps_limit; + if( vg.time_frame_delta < min_frametime ){ + /* TODO: we can use high res nanosleep on Linux here */ + double sleep_ms = (min_frametime-vg.time_frame_delta) * 1000.0; + u32 ms = (u32)floor( sleep_ms ); + + if( ms ){ + SDL_Delay( ms ); + } + else{ + vg.time_spinning ++; + } + + return 1; + } + + return 0; +} + VG_STATIC void _vg_gameloop(void) { - vg.accumulator = 0.75f * (1.0f/60.0f); + //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f); + + vg.time_hp = SDL_GetPerformanceCounter(); + vg.time_hp_last = vg.time_hp; int post_start = 0; while(1){ + + vg.time_hp = SDL_GetPerformanceCounter(); + u64 udt = vg.time_hp - vg.time_hp_last; + vg.time_hp_last = vg.time_hp; + + double dt = (double)udt / (double)SDL_GetPerformanceFrequency(); + + vg.time_frame_delta += dt; + + if( vg_framefilter( dt ) ) + continue; + + vg_profile_begin( &vg_prof_swap ); + SDL_GL_SwapWindow( vg.window ); + _vg_run_synced(); + vg_profile_end( &vg_prof_swap ); + + vg.time_delta = vg.time_frame_delta * vg.time_rate; + vg.time += vg.time_delta; + _vg_process_events(); if( vg.window_should_close ) break; - - /* scaled time */ - vg.time_delta = vg.frame_delta * vg.time_rate; - vg.time += vg.time_delta; if( vg.is_loaded ){ if( !post_start ){ @@ -577,8 +685,8 @@ VG_STATIC void _vg_gameloop(void) _vg_gameloop_update(); _vg_gameloop_render(); - SDL_GL_SwapWindow( vg.window ); - _vg_run_synced(); + vg.time_frame_delta = 0.0; + vg.time_spinning = 0; } } @@ -641,46 +749,35 @@ VG_STATIC void _vg_init_window( const char *window_name ) * Get monitor information */ vg_info( "Getting display count\n" ); - int display_count = 0, display_index = 0, mode_index = 0; - if( (display_count = SDL_GetNumVideoDisplays()) < 1 ){ - vg_error( "SDL_GetNumVideoDisplays returned: %i\n", display_count ); - exit(0); - } - + int display_count = 0, + display_index = 0, + mode_index = 0; #ifdef VG_DEVWINDOW - vg.refresh_rate = 60; vg.window_x = 1000; vg.window_y = 800; #else - /* TODO: Allow chosing the modes at startup */ - vg_info( "Getting default display mode\n" ); - SDL_DisplayMode vm_ideal = { 0, 0, 0, 0, 0 }; - if( SDL_GetDisplayMode( display_index, mode_index, &vm_ideal ) != 0 ){ - vg_error( "SDL_GetDisplayMode failed: %s", SDL_GetError() ); - exit(0); - } - - if( vg.window_x ) - vm_ideal.w = vg.window_x; - - if( vg.window_y ) - vm_ideal.h = vg.window_y; - - SDL_DisplayMode vm_best; - if( !SDL_GetClosestDisplayMode( display_index, &vm_ideal, &vm_best ) ){ - vg_error( "SDL_GetClosestDisplayMode failed: %s", SDL_GetError() ); + SDL_DisplayMode video_mode; + if( SDL_GetDesktopDisplayMode( display_index, &video_mode ) ){ + vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() ); + SDL_Quit(); exit(0); } - vg.refresh_rate = vm_best.refresh_rate; - vg.window_x = vm_best.w; - vg.window_y = vm_best.h; + vg.display_refresh_rate = video_mode.refresh_rate; + vg.window_x = video_mode.w; + vg.window_y = video_mode.h; +#endif + +#ifndef _WIN32 + SDL_SetHint( "SDL_VIDEO_X11_XINERAMA", "1" ); + SDL_SetHint( "SDL_VIDEO_X11_XRANDR", "0" ); + SDL_SetHint( "SDL_VIDEO_X11_XVIDMODE", "0" ); #endif - vg_info( "CreateWindow( %d %d @%.2fhz )\n", vg.window_x, vg.window_y, - vg.refresh_rate ); + vg_info( "CreateWindow( %d %d @%dhz )\n", vg.window_x, vg.window_y, + vg.display_refresh_rate ); /* TODO: Allow selecting closest video mode from launch opts */ if((vg.window = SDL_CreateWindow( window_name, @@ -690,8 +787,7 @@ VG_STATIC void _vg_init_window( const char *window_name ) SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED ))){} #else - SDL_WINDOWPOS_UNDEFINED, - SDL_WINDOWPOS_UNDEFINED, + 0, 0, vg.window_x, vg.window_y, SDL_WINDOW_FULLSCREEN_DESKTOP | @@ -699,7 +795,7 @@ VG_STATIC void _vg_init_window( const char *window_name ) SDL_WINDOW_INPUT_GRABBED ))) { - if( SDL_SetWindowDisplayMode( vg.window, &vm_best ) ){ + if( SDL_SetWindowDisplayMode( vg.window, &video_mode ) ){ vg_error( "SDL_SetWindowDisplayMode failed: %s", SDL_GetError() ); SDL_Quit(); exit(0); @@ -711,6 +807,8 @@ VG_STATIC void _vg_init_window( const char *window_name ) exit(0); } + SDL_RaiseWindow( vg.window ); + vg_info( "CreateContext\n" ); /* @@ -736,28 +834,28 @@ VG_STATIC void _vg_init_window( const char *window_name ) const unsigned char* glver = glGetString( GL_VERSION ); vg_success( "Load setup complete, OpenGL version: %s\n", glver ); - vg_info( "Setting swap interval\n" ); - - if( SDL_GL_SetSwapInterval( -1 ) == -1 ){ - vg_warn( "Adaptive Vsync not supported\n" ); - - if( SDL_GL_SetSwapInterval( 1 ) == -1 ){ - vg_fatal_exit_loop( "Cannot enable Vsync! You might be overriding it" - " in your graphics control panel.\n" ); - } - else - vg_success( "Using vsync\n" ); - } - else - vg_success( "Using adaptive Vsync\n" ); + SDL_GL_SetSwapInterval(0); /* disable vsync while loading */ SDL_DisplayMode dispmode; if( !SDL_GetWindowDisplayMode( vg.window, &dispmode ) ){ if( dispmode.refresh_rate ){ - vg.refresh_rate = dispmode.refresh_rate; - vg_info( "Refresh rate: %d\n", dispmode.refresh_rate ); + vg.display_refresh_rate = dispmode.refresh_rate; } } + + if( vg.display_refresh_rate < 25 || vg.display_refresh_rate > 300 ){ + vg.display_refresh_rate = 60; + } + + vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate ); + +#ifdef _WIN32 + vg.fps_limit = vg.display_refresh_rate; +#else + /* request vsync by default on linux to avoid screen tearing. + * this does have its own issues with compositing on X11. */ + vg.fps_limit = 0; +#endif } VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) @@ -768,6 +866,9 @@ VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name ) vg_alloc_quota(); _vg_log_init(); _vg_console_init(); + + vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 ); + _vg_init_window( window_name ); SDL_SetRelativeMouseMode(1); @@ -860,7 +961,7 @@ VG_STATIC void vg_fatal_exit_loop( const char *error ) glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA); glBlendEquation(GL_FUNC_ADD); - glClearColor( 0.15f + sinf(vg.time_real)*0.1f, 0.0f, 0.0f,1.0f ); + glClearColor( 0.15f + sinf(vg.time)*0.1f, 0.0f, 0.0f,1.0f ); glClear( GL_COLOR_BUFFER_BIT ); glViewport( 0,0, vg.window_x, vg.window_y ); -- 2.25.1