Fix frame rate (again) (#537)

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PeachyPeach 2024-11-28 23:14:50 +01:00 committed by GitHub
parent fa2ec0957b
commit 7c2f055a86
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@ -89,9 +89,9 @@ f32 gRenderingDelta = 0;
#define FRAMERATE 30
static const f64 sFrameTime = (1.0 / ((double)FRAMERATE));
static f64 sFrameTargetTime = 0;
static f64 sPeriodTimeStart = 0;
static f64 sFrameTimeStart = 0;
static f64 sFrameLastClock = 0;
static u32 sDrawnFrames = 0;
bool gGameInited = false;
bool gGfxInited = false;
@ -177,24 +177,41 @@ static inline void patch_interpolations(f32 delta) {
patch_scroll_targets_interpolated(delta);
}
static void compute_fps(f64 start, f64 end) {
u32 fps = round((f64) sDrawnFrames / MAX(0.001, end - start));
djui_fps_display_update(fps);
sDrawnFrames = 0;
}
void produce_interpolation_frames_and_delay(void) {
u64 frames = 0;
f64 curTime = clock_elapsed_f64();
f64 timeStart = curTime;
bool is30Fps = (!configUncappedFramerate && configFrameLimit == FRAMERATE);
gRenderingInterpolated = true;
// sanity check target time to deal with hangs and such
if (curTime >= sFrameTargetTime) { sFrameTargetTime = curTime - 0.01; }
// Delta time is based on the remaining number of frames we need to draw during the current second
f64 curTime = clock_elapsed_f64();
f64 remainingTime = sPeriodTimeStart + 1.0 - curTime;
f64 targetTime = sFrameTimeStart + sFrameTime;
f64 targetDelta = (
is30Fps ?
targetTime - curTime :
remainingTime / (f64) MAX(1, configFrameLimit - sDrawnFrames)
);
// Account for the actual start of the frame and the time elapsed during the game logic
f64 targetDelta = ((sFrameTargetTime - curTime + (sFrameLastClock - sFrameTimeStart)) * FRAMERATE) / (f64) configFrameLimit;
if (!configUncappedFramerate && (remainingTime < 0.0 || sDrawnFrames >= configFrameLimit)) {
compute_fps(sPeriodTimeStart, curTime);
sPeriodTimeStart = curTime;
sFrameTimeStart = curTime;
targetTime = curTime + sFrameTime;
targetDelta = 1.0 / (f64) configFrameLimit;
}
// interpolate and render
while ((curTime = clock_elapsed_f64()) < sFrameTargetTime) {
f32 delta = ((!configUncappedFramerate && configFrameLimit == FRAMERATE)
? 1.0f
: MAX(MIN((curTime - timeStart) / (sFrameTargetTime - timeStart), 1.0f), 0.0f)
while ((curTime = clock_elapsed_f64()) < targetTime) {
f32 delta = (
is30Fps ?
1.0f :
MAX(MIN((curTime - sFrameTimeStart) / (targetTime - sFrameTimeStart), 1.0f), 0.0f)
);
gRenderingDelta = delta;
@ -203,7 +220,7 @@ void produce_interpolation_frames_and_delay(void) {
send_display_list(gGfxSPTask);
gfx_end_frame();
frames++;
sDrawnFrames++;
if (configUncappedFramerate) { continue; }
@ -215,25 +232,18 @@ void produce_interpolation_frames_and_delay(void) {
if (delay > 0.0f) {
WAPI.delay((u32)delay);
}
if (is30Fps) { break; }
}
static u64 sFramesSinceFpsUpdate = 0;
static u64 sLastFpsUpdateTime = 0;
sFramesSinceFpsUpdate += frames;
u64 sCurrentFpsUpdateTime = (u64)clock_elapsed_f64();
if (sLastFpsUpdateTime != sCurrentFpsUpdateTime) {
u32 fps = sFramesSinceFpsUpdate / (sCurrentFpsUpdateTime - sLastFpsUpdateTime);
sLastFpsUpdateTime = sCurrentFpsUpdateTime;
sFramesSinceFpsUpdate = 0;
djui_fps_display_update(fps);
if ((curTime = clock_elapsed_f64()) >= sPeriodTimeStart + 1.0) {
compute_fps(sPeriodTimeStart, curTime);
sPeriodTimeStart += 1.0;
sFrameTimeStart = sPeriodTimeStart;
} else {
sFrameTimeStart += sFrameTime;
}
sFrameTimeStart = sFrameTargetTime;
sFrameLastClock = clock_elapsed_f64();
sFrameTargetTime += sFrameTime;
gRenderingInterpolated = false;
}