mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Lots of FPS stuff
- Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter.
This commit is contained in:
parent
417bbd1bf2
commit
369d5398c5
13 changed files with 231 additions and 120 deletions
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@ -5197,7 +5197,6 @@ boolean TryRunTics(tic_t realtics)
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while (neededtic > gametic)
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{
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DEBFILE(va("============ Running tic %d (local %d)\n", gametic, localgametic));
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prev_tics = I_GetTime();
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ps_tictime = I_GetPreciseTime();
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48
src/d_main.c
48
src/d_main.c
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@ -688,6 +688,7 @@ void D_SRB2Loop(void)
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{
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tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS;
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boolean ticked;
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boolean interp;
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if (dedicated)
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server = true;
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@ -759,10 +760,19 @@ void D_SRB2Loop(void)
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debugload--;
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#endif
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if (!realtics && !singletics && cv_frameinterpolation.value != 1)
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interp = R_UsingFrameInterpolation();
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if (interp)
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{
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I_Sleep();
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continue;
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if (I_CheckFrameCap())
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continue;
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}
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else
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{
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if (!realtics && !singletics)
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{
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I_Sleep();
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continue;
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}
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}
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#ifdef HW3SOUND
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@ -777,20 +787,22 @@ void D_SRB2Loop(void)
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// process tics (but maybe not if realtic == 0)
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ticked = TryRunTics(realtics);
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if (cv_frameinterpolation.value == 1 && !(paused || P_AutoPause()))
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if (interp && !(paused || P_AutoPause()))
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{
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static float tictime;
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static float tictime = 0.0f;
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float entertime = I_GetTimeFrac();
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float ticdiff = 0.0f;
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fixed_t entertimefrac;
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if (ticked)
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tictime = entertime;
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if (aproxfps < 35.0)
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ticdiff = entertime - tictime;
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if (ticdiff >= 1.0f)
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entertimefrac = FRACUNIT;
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else
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entertimefrac = FLOAT_TO_FIXED(entertime - tictime);
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entertimefrac = FLOAT_TO_FIXED(ticdiff);
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// renderdeltatics is a bit awkard to evaluate, since the system time interface is whole tic-based
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renderdeltatics = realtics * FRACUNIT;
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@ -807,7 +819,7 @@ void D_SRB2Loop(void)
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renderdeltatics = realtics * FRACUNIT;
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}
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if (cv_frameinterpolation.value == 1)
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if (interp)
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{
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D_Display();
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}
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@ -817,9 +829,10 @@ void D_SRB2Loop(void)
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rendergametic = gametic;
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rendertimeout = entertic+TICRATE/17;
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// Update display, next frame, with current state.
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// (Only display if not already done for frame interp)
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cv_frameinterpolation.value == 0 ? D_Display() : (void)0;
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if (!interp)
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{
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D_Display();
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}
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if (moviemode)
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M_SaveFrame();
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@ -828,8 +841,10 @@ void D_SRB2Loop(void)
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}
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else if (rendertimeout < entertic) // in case the server hang or netsplit
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{
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// (Only display if not already done for frame interp)
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cv_frameinterpolation.value == 0 ? D_Display() : (void)0;
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if (!interp)
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{
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D_Display();
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}
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if (moviemode)
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M_SaveFrame();
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@ -853,6 +868,11 @@ void D_SRB2Loop(void)
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Discord_RunCallbacks();
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}
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#endif
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// Moved to here from I_FinishUpdate.
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// It doesn't track fades properly anymore by being here (might be easy fix),
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// but it's a little more accurate for actual game logic when its here.
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SCR_CalculateFPS();
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}
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}
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@ -56,7 +56,7 @@ precise_t I_GetPreciseTime(void);
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/** \brief Returns the difference between precise times as microseconds.
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*/
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int I_PreciseToMicros(precise_t d);
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INT64 I_PreciseToMicros(precise_t d);
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/** \brief The I_Sleep function
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@ -64,6 +64,8 @@ int I_PreciseToMicros(precise_t d);
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*/
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void I_Sleep(void);
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boolean I_CheckFrameCap(void);
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/** \brief Get events
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Called by D_SRB2Loop,
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@ -151,4 +151,6 @@ void I_BeginRead(void);
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*/
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void I_EndRead(void);
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UINT32 I_GetRefreshRate(void);
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#endif
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15
src/m_menu.c
15
src/m_menu.c
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@ -63,6 +63,7 @@
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#include "d_player.h" // KITEM_ constants
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#include "k_color.h"
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#include "k_grandprix.h"
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#include "r_fps.h"
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#include "i_joy.h" // for joystick menu controls
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@ -1259,18 +1260,18 @@ static menuitem_t OP_VideoOptionsMenu[] =
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{IT_STRING|IT_CVAR, NULL, "Fullscreen", {.cvar = &cv_fullscreen}, 20},
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#endif
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#ifdef HWRENDER
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{IT_STRING | IT_CVAR, NULL, "Renderer", {.cvar = &cv_renderer}, 30},
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{IT_STRING | IT_CVAR, NULL, "Renderer", {.cvar = &cv_renderer}, 30},
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#else
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{IT_TRANSTEXT | IT_PAIR, "Renderer", "Software", {.cvar = &cv_renderer}, 30},
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{IT_TRANSTEXT | IT_PAIR, "Renderer", "Software", {.cvar = &cv_renderer}, 30},
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#endif
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{IT_STRING | IT_CVAR | IT_CV_SLIDER,
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NULL, "Gamma", {.cvar = &cv_globalgamma}, 50},
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NULL, "Gamma", {.cvar = &cv_globalgamma}, 50},
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{IT_STRING | IT_CVAR, NULL, "Show FPS", {.cvar = &cv_ticrate}, 60},
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{IT_STRING | IT_CVAR, NULL, "Vertical Sync", {.cvar = &cv_vidwait}, 70},
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{IT_STRING | IT_CVAR, NULL, "Show FPS", {.cvar = &cv_ticrate}, 60},
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{IT_STRING | IT_CVAR, NULL, "FPS Cap", {.cvar = &cv_fpscap}, 70},
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{IT_STRING | IT_CVAR, NULL, "Draw Distance", {.cvar = &cv_drawdist}, 90},
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{IT_STRING | IT_CVAR, NULL, "Weather Draw Distance", {.cvar = &cv_drawdist_precip}, 100},
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{IT_STRING | IT_CVAR, NULL, "Draw Distance", {.cvar = &cv_drawdist}, 90},
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{IT_STRING | IT_CVAR, NULL, "Weather Draw Distance", {.cvar = &cv_drawdist_precip}, 100},
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{IT_STRING | IT_CVAR, NULL, "Skyboxes", {.cvar = &cv_skybox}, 110},
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#ifdef HWRENDER
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30
src/r_fps.c
30
src/r_fps.c
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@ -24,6 +24,32 @@
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#include "hardware/hw_main.h" // for cv_glshearing
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#endif
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static CV_PossibleValue_t fpscap_cons_t[] = {
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{-1, "MIN"},
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{1000, "MAX"},
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//{0, "Uncapped"},
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//{-1, "Refresh"},
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{0, NULL}
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};
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consvar_t cv_fpscap = CVAR_INIT ("fpscap", "-1", CV_SAVE, fpscap_cons_t, NULL);
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UINT32 R_GetFramerateCap(void)
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{
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if (cv_fpscap.value < 0)
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{
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return I_GetRefreshRate();
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}
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else
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{
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return cv_fpscap.value;
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}
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}
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boolean R_UsingFrameInterpolation(void)
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{
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return (R_GetFramerateCap() != TICRATE); // maybe use ">" instead?
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}
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static viewvars_t pview_old[MAXSPLITSCREENPLAYERS];
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static viewvars_t pview_new[MAXSPLITSCREENPLAYERS];
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static viewvars_t skyview_old[MAXSPLITSCREENPLAYERS];
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@ -156,7 +182,7 @@ void R_SetViewContext(enum viewcontext_e _viewcontext)
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fixed_t R_InterpolateFixed(fixed_t from, fixed_t to)
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{
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if (cv_frameinterpolation.value == 0)
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if (!R_UsingFrameInterpolation())
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{
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return to;
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}
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@ -166,7 +192,7 @@ fixed_t R_InterpolateFixed(fixed_t from, fixed_t to)
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angle_t R_InterpolateAngle(angle_t from, angle_t to)
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{
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if (cv_frameinterpolation.value == 0)
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if (!R_UsingFrameInterpolation())
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{
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return to;
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}
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@ -19,6 +19,11 @@
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#include "p_local.h"
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#include "r_state.h"
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extern consvar_t cv_fpscap;
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UINT32 R_GetFramerateCap(void);
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boolean R_UsingFrameInterpolation(void);
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enum viewcontext_e
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{
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VIEWCONTEXT_PLAYER1 = 0,
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@ -104,9 +104,6 @@ lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
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lighttable_t *scalelightfixed[MAXLIGHTSCALE];
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lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
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// Frame interpolation/uncapped
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tic_t prev_tics;
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// Hack to support extra boom colormaps.
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extracolormap_t *extra_colormaps = NULL;
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@ -175,9 +172,6 @@ consvar_t cv_fov[MAXSPLITSCREENPLAYERS] = {
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CVAR_INIT ("fov4", "90", CV_FLOAT|CV_CALL, fov_cons_t, Fov_OnChange)
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};
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// Frame interpolation/uncapped
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consvar_t cv_frameinterpolation = CVAR_INIT ("frameinterpolation", "On", CV_SAVE, CV_OnOff, NULL);
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// Okay, whoever said homremoval causes a performance hit should be shot.
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consvar_t cv_homremoval = CVAR_INIT ("homremoval", "Yes", CV_SAVE, homremoval_cons_t, NULL);
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@ -1679,5 +1673,5 @@ void R_RegisterEngineStuff(void)
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CV_RegisterVar(&cv_movebob);
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// Frame interpolation/uncapped
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CV_RegisterVar(&cv_frameinterpolation);
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CV_RegisterVar(&cv_fpscap);
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}
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@ -116,10 +116,6 @@ extern consvar_t cv_fov[MAXSPLITSCREENPLAYERS];
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extern consvar_t cv_skybox;
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extern consvar_t cv_tailspickup;
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// Frame interpolation (uncapped framerate)
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extern tic_t prev_tics;
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extern consvar_t cv_frameinterpolation;
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// Called by startup code.
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void R_Init(void);
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140
src/screen.c
140
src/screen.c
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@ -33,12 +33,15 @@
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#include "s_sound.h" // ditto
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#include "g_game.h" // ditto
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#include "p_local.h" // P_AutoPause()
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#include "hardware/hw_light.h"
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#include "hardware/hw_model.h"
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#endif
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// SRB2Kart
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#include "r_fps.h" // R_GetFramerateCap
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#if defined (USEASM) && !defined (NORUSEASM)//&& (!defined (_MSC_VER) || (_MSC_VER <= 1200))
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#define RUSEASM //MSC.NET can't patch itself
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@ -68,16 +71,17 @@ viddef_t vid;
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INT32 setmodeneeded; //video mode change needed if > 0 (the mode number to set + 1)
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UINT8 setrenderneeded = 0;
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static CV_PossibleValue_t scr_depth_cons_t[] = {{8, "8 bits"}, {16, "16 bits"}, {24, "24 bits"}, {32, "32 bits"}, {0, NULL}};
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static CV_PossibleValue_t shittyscreen_cons_t[] = {{0, "Okay"}, {1, "Shitty"}, {2, "Extra Shitty"}, {0, NULL}};
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//added : 03-02-98: default screen mode, as loaded/saved in config
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consvar_t cv_scr_width = CVAR_INIT ("scr_width", "640", CV_SAVE, CV_Unsigned, NULL);
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consvar_t cv_scr_height = CVAR_INIT ("scr_height", "400", CV_SAVE, CV_Unsigned, NULL);
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static CV_PossibleValue_t scr_depth_cons_t[] = {{8, "8 bits"}, {16, "16 bits"}, {24, "24 bits"}, {32, "32 bits"}, {0, NULL}};
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consvar_t cv_scr_depth = CVAR_INIT ("scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL);
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consvar_t cv_renderview = CVAR_INIT ("renderview", "On", 0, CV_OnOff, NULL);
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consvar_t cv_vhseffect = CVAR_INIT ("vhspause", "On", CV_SAVE, CV_OnOff, NULL);
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static CV_PossibleValue_t shittyscreen_cons_t[] = {{0, "Okay"}, {1, "Shitty"}, {2, "Extra Shitty"}, {0, NULL}};
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consvar_t cv_shittyscreen = CVAR_INIT ("televisionsignal", "Okay", CV_NOSHOWHELP, shittyscreen_cons_t, NULL);
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CV_PossibleValue_t cv_renderer_t[] = {
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@ -518,107 +522,87 @@ boolean SCR_IsAspectCorrect(INT32 width, INT32 height)
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);
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}
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// XMOD FPS display
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// moved out of os-specific code for consistency
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static boolean ticsgraph[TICRATE];
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static tic_t lasttic;
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static tic_t totaltics;
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double averageFPS = 0.0f;
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static UINT32 fpstime = 0;
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static UINT32 lastupdatetime = 0;
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#define FPS_SAMPLE_RATE (50000) // How often to update FPS samples, in microseconds
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#define NUM_FPS_SAMPLES 16 // Number of samples to store
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#define FPSUPDATERATE 1/20 // What fraction of a second to update at. The fraction will not simplify to 0, trust me.
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#define FPSMAXSAMPLES 16
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static double fps_samples[NUM_FPS_SAMPLES];
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static UINT32 fpssamples[FPSMAXSAMPLES];
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static UINT32 fpssampleslen = 0;
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static UINT32 fpssum = 0;
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double aproxfps = 0.0f;
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void SCR_CalcAproxFps(void)
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void SCR_CalculateFPS(void)
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{
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tic_t i = 0;
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tic_t ontic = I_GetTime();
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static precise_t startTime = 0;
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precise_t endTime = 0;
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totaltics = 0;
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static precise_t updateTime = 0;
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INT64 updateElapsed = 0;
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int i;
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// Update FPS time
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if (I_PreciseToMicros(fpstime - lastupdatetime) > 1000000 * FPSUPDATERATE)
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endTime = I_GetPreciseTime();
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updateElapsed = I_PreciseToMicros(endTime - updateTime);
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if (updateElapsed >= FPS_SAMPLE_RATE)
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{
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if (fpssampleslen == FPSMAXSAMPLES)
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static int sampleIndex = 0;
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INT64 frameElapsed = I_PreciseToMicros(endTime - startTime);
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fps_samples[sampleIndex] = frameElapsed / 1000.0f;
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sampleIndex++;
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if (sampleIndex >= NUM_FPS_SAMPLES)
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sampleIndex = 0;
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averageFPS = 0.0f;
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for (i = 0; i < NUM_FPS_SAMPLES; i++)
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{
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fpssum -= fpssamples[0];
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for (i = 1; i < fpssampleslen; i++)
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fpssamples[i-1] = fpssamples[i];
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averageFPS += fps_samples[i];
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}
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else
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fpssampleslen++;
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averageFPS = 1000.0f / (averageFPS / NUM_FPS_SAMPLES);
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fpssamples[fpssampleslen-1] = I_GetPreciseTime() - fpstime;
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fpssum += fpssamples[fpssampleslen-1];
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aproxfps = 1000000 / (I_PreciseToMicros(fpssum) / (double)fpssampleslen);
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lastupdatetime = I_GetPreciseTime();
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updateTime = endTime;
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}
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fpstime = I_GetPreciseTime();
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// Update ticrate time
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for (i = lasttic + 1; i < TICRATE+lasttic && i < ontic; ++i)
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ticsgraph[i % TICRATE] = false;
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ticsgraph[ontic % TICRATE] = true;
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for (i = 0;i < TICRATE;++i)
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if (ticsgraph[i])
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++totaltics;
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lasttic = ontic;
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startTime = endTime;
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}
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void SCR_DisplayTicRate(void)
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{
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const UINT8 *ticcntcolor = NULL;
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UINT32 cap = R_GetFramerateCap();
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UINT32 benchmark = (cap == 0) ? I_GetRefreshRate() : cap;
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INT32 x = 318;
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double fps = ceil(averageFPS);
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// draw "FPS"
|
||||
V_DrawFixedPatch(306<<FRACBITS, 183<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, framecounter, R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_YELLOW, GTC_CACHE));
|
||||
|
||||
if (cv_frameinterpolation.value == 1)
|
||||
{
|
||||
if (aproxfps <= 15.0f) ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_RASPBERRY, GTC_CACHE);
|
||||
else if (aproxfps >= 60.0f) ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_MINT, GTC_CACHE);
|
||||
if (fps > (benchmark - 5))
|
||||
ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_MINT, GTC_CACHE);
|
||||
else if (fps < 20)
|
||||
ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_RASPBERRY, GTC_CACHE);
|
||||
|
||||
/*
|
||||
if (cv_fpscap.value != 0)
|
||||
{
|
||||
// draw total frame:
|
||||
//V_DrawPingNum(318, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, cv_fpscap.value, ticcntcolor);
|
||||
// draw "/"
|
||||
//V_DrawFixedPatch(306<<FRACBITS, 190<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, frameslash, ticcntcolor);
|
||||
// draw our actual framerate
|
||||
V_DrawPingNum(306, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, aproxfps, ticcntcolor);
|
||||
}
|
||||
else
|
||||
*/
|
||||
{
|
||||
// draw our actual framerate
|
||||
V_DrawPingNum(318, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, aproxfps, ticcntcolor);
|
||||
}
|
||||
}
|
||||
else
|
||||
if (cap != 0)
|
||||
{
|
||||
if (totaltics <= 15) ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_RASPBERRY, GTC_CACHE);
|
||||
else if (totaltics >= TICRATE) ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_MINT, GTC_CACHE);
|
||||
UINT32 digits = 1;
|
||||
UINT32 c2 = cap;
|
||||
|
||||
while (c2 > 0)
|
||||
{
|
||||
c2 = c2 / 10;
|
||||
digits++;
|
||||
}
|
||||
|
||||
// draw total frame:
|
||||
V_DrawPingNum(318, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, TICRATE, ticcntcolor);
|
||||
V_DrawPingNum(x, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, cap, ticcntcolor);
|
||||
x -= digits * 4;
|
||||
|
||||
// draw "/"
|
||||
V_DrawFixedPatch(306<<FRACBITS, 190<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, frameslash, ticcntcolor);
|
||||
// draw our actual framerate
|
||||
V_DrawPingNum(306, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, totaltics, ticcntcolor);
|
||||
V_DrawFixedPatch(x<<FRACBITS, 190<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, frameslash, ticcntcolor);
|
||||
}
|
||||
|
||||
// draw our actual framerate
|
||||
V_DrawPingNum(x, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, fps, ticcntcolor);
|
||||
}
|
||||
|
||||
// SCR_DisplayLocalPing
|
||||
|
|
|
|||
|
|
@ -191,7 +191,8 @@ extern boolean R_SSE2;
|
|||
extern viddef_t vid;
|
||||
extern INT32 setmodeneeded; // mode number to set if needed, or 0
|
||||
extern UINT8 setrenderneeded;
|
||||
extern double aproxfps;
|
||||
|
||||
extern double averageFPS;
|
||||
|
||||
void SCR_ChangeRenderer(void);
|
||||
|
||||
|
|
@ -231,7 +232,7 @@ void SCR_CheckDefaultMode(void);
|
|||
// Set the mode number which is saved in the config
|
||||
void SCR_SetDefaultMode(void);
|
||||
|
||||
void SCR_CalcAproxFps(void);
|
||||
void SCR_CalculateFPS(void);
|
||||
|
||||
FUNCMATH boolean SCR_IsAspectCorrect(INT32 width, INT32 height);
|
||||
|
||||
|
|
|
|||
|
|
@ -173,7 +173,6 @@ static char returnWadPath[256];
|
|||
#include "../d_net.h"
|
||||
#include "../g_game.h"
|
||||
#include "../filesrch.h"
|
||||
#include "../k_pwrlv.h"
|
||||
#include "endtxt.h"
|
||||
#include "sdlmain.h"
|
||||
|
||||
|
|
@ -181,7 +180,10 @@ static char returnWadPath[256];
|
|||
|
||||
#include "../m_argv.h"
|
||||
|
||||
// SRB2Kart
|
||||
#include "../k_pwrlv.h"
|
||||
#include "../r_main.h" // Frame interpolation/uncapped
|
||||
#include "../r_fps.h"
|
||||
|
||||
#ifdef MAC_ALERT
|
||||
#include "macosx/mac_alert.h"
|
||||
|
|
@ -1669,9 +1671,9 @@ precise_t I_GetPreciseTime(void)
|
|||
return SDL_GetPerformanceCounter();
|
||||
}
|
||||
|
||||
int I_PreciseToMicros(precise_t d)
|
||||
INT64 I_PreciseToMicros(precise_t d)
|
||||
{
|
||||
return (int)(d / (timer_frequency / 1000000.0));
|
||||
return (INT64)(d / (timer_frequency / 1000000.0));
|
||||
}
|
||||
|
||||
//
|
||||
|
|
@ -1692,6 +1694,58 @@ void I_Sleep(void)
|
|||
SDL_Delay(cv_sleep.value);
|
||||
}
|
||||
|
||||
boolean I_CheckFrameCap(void)
|
||||
{
|
||||
static precise_t start = 0;
|
||||
precise_t end;
|
||||
INT64 elapsed;
|
||||
|
||||
UINT32 capFrames = R_GetFramerateCap();
|
||||
int capMicros = 0;
|
||||
|
||||
end = I_GetPreciseTime();
|
||||
|
||||
if (capFrames == 0)
|
||||
{
|
||||
// We don't want to cap.
|
||||
start = end;
|
||||
return false;
|
||||
}
|
||||
|
||||
elapsed = I_PreciseToMicros(end - start);
|
||||
capMicros = 1000000 / capFrames;
|
||||
|
||||
if (elapsed < capMicros)
|
||||
{
|
||||
// Wait to draw the next frame.
|
||||
UINT32 wait = ((capMicros - elapsed) / 1000);
|
||||
|
||||
if (cv_sleep.value > 1)
|
||||
{
|
||||
// 1 is the default, and in non-interpolated mode is just the bare minimum wait.
|
||||
// Since we're already adding some wait with an FPS cap, only apply when it's above 1.
|
||||
wait += cv_sleep.value - 1;
|
||||
}
|
||||
|
||||
// If the wait's greater than our granularity value,
|
||||
// we'll just burn the couple extra cycles in the main loop
|
||||
// in order to get to the next frame. This makes us reach just
|
||||
// that much closer to exactly the FPS cap!
|
||||
#define DELAY_GRANULARITY 10 // 10ms is the average clock tick of most OS scheduling. (https://www.libsdl.org/release/SDL-1.2.15/docs/html/sdldelay.html)
|
||||
if (wait >= DELAY_GRANULARITY)
|
||||
{
|
||||
SDL_Delay(wait);
|
||||
}
|
||||
#undef DELAY_GRANULARITY
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Waited enough to draw again.
|
||||
start = end;
|
||||
return false;
|
||||
}
|
||||
|
||||
#ifdef NEWSIGNALHANDLER
|
||||
static void newsignalhandler_Warn(const char *pr)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1293,7 +1293,7 @@ void I_FinishUpdate(void)
|
|||
if (rendermode == render_none)
|
||||
return; //Alam: No software or OpenGl surface
|
||||
|
||||
SCR_CalcAproxFps();
|
||||
//SCR_CalculateFPS(); // Moved to main loop
|
||||
|
||||
if (I_SkipFrame())
|
||||
return;
|
||||
|
|
@ -1583,8 +1583,15 @@ static SDL_bool Impl_CreateContext(void)
|
|||
int flags = 0; // Use this to set SDL_RENDERER_* flags now
|
||||
if (usesdl2soft)
|
||||
flags |= SDL_RENDERER_SOFTWARE;
|
||||
#if 0
|
||||
// This shit is BROKEN.
|
||||
// - The version of SDL we're using cannot toggle VSync at runtime. We'll need a new SDL version implemented to have this work properly.
|
||||
// - cv_vidwait is initialized before config is loaded, so it's forced to default value at runtime, and forced off when switching. The config loading code would need restructured.
|
||||
// - With both this & frame interpolation on, I_FinishUpdate takes x10 longer. At this point, it is simpler to use a standard FPS cap.
|
||||
// So you can probably guess why I'm kinda over this, I'm just disabling it.
|
||||
else if (cv_vidwait.value)
|
||||
flags |= SDL_RENDERER_PRESENTVSYNC;
|
||||
#endif
|
||||
|
||||
if (!renderer)
|
||||
renderer = SDL_CreateRenderer(window, -1, flags);
|
||||
|
|
@ -2064,3 +2071,23 @@ void I_ShutdownGraphics(void)
|
|||
framebuffer = SDL_FALSE;
|
||||
}
|
||||
#endif
|
||||
|
||||
UINT32 I_GetRefreshRate(void)
|
||||
{
|
||||
int index = SDL_GetWindowDisplayIndex(window);
|
||||
SDL_DisplayMode m;
|
||||
|
||||
if (SDL_WasInit(SDL_INIT_VIDEO) == 0)
|
||||
{
|
||||
// Video not init yet.
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (SDL_GetDesktopDisplayMode(index, &m) != 0)
|
||||
{
|
||||
// Error has occurred.
|
||||
return 0;
|
||||
}
|
||||
|
||||
return m.refresh_rate;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue