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Fix frame rate (#530)
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a47bc97011
commit
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1 changed files with 10 additions and 5 deletions
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@ -90,7 +90,8 @@ 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 sFrameTimeStart;
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static f64 sFrameTimeStart = 0;
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static f64 sFrameLastClock = 0;
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bool gGameInited = false;
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bool gGfxInited = false;
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@ -179,17 +180,21 @@ static inline void patch_interpolations(f32 delta) {
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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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gRenderingInterpolated = true;
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// sanity check target time to deal with hangs and such
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if (fabs(sFrameTargetTime - curTime) > 1) { sFrameTargetTime = curTime - 0.01f; }
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if (curTime >= sFrameTargetTime) { sFrameTargetTime = curTime - 0.01; }
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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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// 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 - sFrameTimeStart) / (sFrameTargetTime - sFrameTimeStart), 1.0f), 0.0f)
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: MAX(MIN((curTime - timeStart) / (sFrameTargetTime - timeStart), 1.0f), 0.0f)
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);
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gRenderingDelta = delta;
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@ -203,11 +208,10 @@ void produce_interpolation_frames_and_delay(void) {
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if (configUncappedFramerate) { continue; }
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// Delay if our framerate is capped.
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f64 targetDelta = 1.0 / (f64) configFrameLimit;
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f64 now = clock_elapsed_f64();
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f64 actualDelta = now - curTime;
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if (actualDelta >= targetDelta) { continue; }
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f64 delay = ((targetDelta - actualDelta) * 1000.0) - 1.0;
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f64 delay = (targetDelta - actualDelta) * 1000.0;
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if (delay > 0.0f) {
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WAPI.delay((u32)delay);
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}
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@ -228,6 +232,7 @@ void produce_interpolation_frames_and_delay(void) {
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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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