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Fix frame rate (again) (#537)
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1 changed files with 39 additions and 29 deletions
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@ -89,9 +89,9 @@ f32 gRenderingDelta = 0;
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#define FRAMERATE 30
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static const f64 sFrameTime = (1.0 / ((double)FRAMERATE));
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static f64 sFrameTargetTime = 0;
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static f64 sPeriodTimeStart = 0;
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static f64 sFrameTimeStart = 0;
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static f64 sFrameLastClock = 0;
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static u32 sDrawnFrames = 0;
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bool gGameInited = false;
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bool gGfxInited = false;
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@ -177,24 +177,41 @@ static inline void patch_interpolations(f32 delta) {
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patch_scroll_targets_interpolated(delta);
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}
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static void compute_fps(f64 start, f64 end) {
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u32 fps = round((f64) sDrawnFrames / MAX(0.001, end - start));
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djui_fps_display_update(fps);
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sDrawnFrames = 0;
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}
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void produce_interpolation_frames_and_delay(void) {
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u64 frames = 0;
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f64 curTime = clock_elapsed_f64();
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f64 timeStart = curTime;
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bool is30Fps = (!configUncappedFramerate && configFrameLimit == FRAMERATE);
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gRenderingInterpolated = true;
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// sanity check target time to deal with hangs and such
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if (curTime >= sFrameTargetTime) { sFrameTargetTime = curTime - 0.01; }
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// Delta time is based on the remaining number of frames we need to draw during the current second
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f64 curTime = clock_elapsed_f64();
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f64 remainingTime = sPeriodTimeStart + 1.0 - curTime;
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f64 targetTime = sFrameTimeStart + sFrameTime;
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f64 targetDelta = (
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is30Fps ?
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targetTime - curTime :
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remainingTime / (f64) MAX(1, configFrameLimit - sDrawnFrames)
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);
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// Account for the actual start of the frame and the time elapsed during the game logic
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f64 targetDelta = ((sFrameTargetTime - curTime + (sFrameLastClock - sFrameTimeStart)) * FRAMERATE) / (f64) configFrameLimit;
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if (!configUncappedFramerate && (remainingTime < 0.0 || sDrawnFrames >= configFrameLimit)) {
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compute_fps(sPeriodTimeStart, curTime);
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sPeriodTimeStart = curTime;
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sFrameTimeStart = curTime;
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targetTime = curTime + sFrameTime;
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targetDelta = 1.0 / (f64) configFrameLimit;
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}
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// interpolate and render
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while ((curTime = clock_elapsed_f64()) < sFrameTargetTime) {
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f32 delta = ((!configUncappedFramerate && configFrameLimit == FRAMERATE)
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? 1.0f
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: MAX(MIN((curTime - timeStart) / (sFrameTargetTime - timeStart), 1.0f), 0.0f)
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while ((curTime = clock_elapsed_f64()) < targetTime) {
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f32 delta = (
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is30Fps ?
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1.0f :
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MAX(MIN((curTime - sFrameTimeStart) / (targetTime - sFrameTimeStart), 1.0f), 0.0f)
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);
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gRenderingDelta = delta;
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@ -203,7 +220,7 @@ void produce_interpolation_frames_and_delay(void) {
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send_display_list(gGfxSPTask);
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gfx_end_frame();
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frames++;
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sDrawnFrames++;
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if (configUncappedFramerate) { continue; }
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@ -215,25 +232,18 @@ void produce_interpolation_frames_and_delay(void) {
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if (delay > 0.0f) {
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WAPI.delay((u32)delay);
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}
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if (is30Fps) { break; }
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}
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static u64 sFramesSinceFpsUpdate = 0;
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static u64 sLastFpsUpdateTime = 0;
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sFramesSinceFpsUpdate += frames;
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u64 sCurrentFpsUpdateTime = (u64)clock_elapsed_f64();
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if (sLastFpsUpdateTime != sCurrentFpsUpdateTime) {
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u32 fps = sFramesSinceFpsUpdate / (sCurrentFpsUpdateTime - sLastFpsUpdateTime);
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sLastFpsUpdateTime = sCurrentFpsUpdateTime;
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sFramesSinceFpsUpdate = 0;
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djui_fps_display_update(fps);
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if ((curTime = clock_elapsed_f64()) >= sPeriodTimeStart + 1.0) {
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compute_fps(sPeriodTimeStart, curTime);
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sPeriodTimeStart += 1.0;
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sFrameTimeStart = sPeriodTimeStart;
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} else {
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sFrameTimeStart += sFrameTime;
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}
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sFrameTimeStart = sFrameTargetTime;
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sFrameLastClock = clock_elapsed_f64();
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sFrameTargetTime += sFrameTime;
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gRenderingInterpolated = false;
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}
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