Work on timming functions...

It seems Sleep() behaves weird on my computer, disabled by default
returning to the busy wait loop... also re-implemented DrawFPS() to
avoid frame blitting...
This commit is contained in:
raysan5 2017-03-05 19:17:00 +01:00
parent 203d1a154e
commit d1c9afd1d8
3 changed files with 58 additions and 38 deletions

View File

@ -88,6 +88,8 @@
#if defined __linux || defined(PLATFORM_WEB)
#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
#elif defined __APPLE__
#include <unistd.h> // Required for: usleep()
#endif
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@ -287,7 +289,7 @@ static void InitGraphicsDevice(int width, int height); // Initialize graphics d
static void SetupFramebufferSize(int displayWidth, int displayHeight);
static void InitTimer(void); // Initialize timer
static double GetTime(void); // Returns time since InitTimer() was run
static void Wait(int ms); // Wait for some milliseconds (stop program execution)
static void Wait(float ms); // Wait for some milliseconds (stop program execution)
static bool GetKeyStatus(int key); // Returns if a key has been pressed
static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
static void PollInputEvents(void); // Register user events
@ -339,7 +341,7 @@ static void *GamepadThread(void *arg); // Mouse reading thread
#if defined(_WIN32)
// NOTE: We include Sleep() function signature here to avoid windows.h inclusion
void __stdcall Sleep(unsigned long msTimeout); // Required for Delay()
void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
#endif
//----------------------------------------------------------------------------------
@ -703,19 +705,19 @@ void EndDrawing(void)
currentTime = GetTime();
drawTime = currentTime - previousTime;
previousTime = currentTime;
frameTime = updateTime + drawTime;
// Wait for some milliseconds...
if (frameTime < targetTime)
{
Wait((int)((targetTime - frameTime)*1000));
Wait((targetTime - frameTime)*1000.0f);
currentTime = GetTime();
double extraTime = currentTime - previousTime;
previousTime = currentTime;
frameTime = updateTime + drawTime + extraTime;
frameTime += extraTime;
}
}
@ -851,14 +853,14 @@ void SetTargetFPS(int fps)
// Returns current FPS
int GetFPS(void)
{
return (int)floorf(1.0f/GetFrameTime());
return (int)(1.0f/GetFrameTime());
}
// Returns time in seconds for one frame
float GetFrameTime(void)
{
// NOTE: We round value to milliseconds
return (roundf(frameTime*1000.0)/1000.0f);
return (float)frameTime;
}
// Converts Color to float array and normalizes
@ -1688,7 +1690,10 @@ static void InitGraphicsDevice(int width, int height)
#endif
glfwMakeContextCurrent(window);
glfwSwapInterval(0); // Disable VSync by default
// Try to disable GPU V-Sync by default, set framerate using SetTargetFPS()
// NOTE: V-Sync can be enabled by graphic driver configuration
glfwSwapInterval(0);
#if defined(PLATFORM_DESKTOP)
// Load OpenGL 3.3 extensions
@ -1696,9 +1701,8 @@ static void InitGraphicsDevice(int width, int height)
rlglLoadExtensions(glfwGetProcAddress);
#endif
// Enables GPU v-sync, so frames are not limited to screen refresh rate (60Hz -> 60 FPS)
// If not set, swap interval uses GPU v-sync configuration
// Framerate can be setup using SetTargetFPS()
// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
// NOTE: V-Sync can be enabled by graphic driver configuration
if (configFlags & FLAG_VSYNC_HINT)
{
glfwSwapInterval(1);
@ -2001,27 +2005,30 @@ static double GetTime(void)
}
// Wait for some milliseconds (stop program execution)
static void Wait(int ms)
static void Wait(float ms)
{
#if defined _WIN32
Sleep(ms);
#elif defined __linux || defined(PLATFORM_WEB)
struct timespec req = { 0 };
time_t sec = (int)(ms/1000);
ms -= (sec*1000);
req.tv_sec=sec;
req.tv_nsec=ms*1000000L;
// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
while (nanosleep(&req,&req) == -1) continue;
//#elif defined __APPLE__
// TODO:
#else
#define SUPPORT_BUSY_WAIT_LOOP
#if defined(SUPPORT_BUSY_WAIT_LOOP)
double prevTime = GetTime();
double nextTime = 0.0;
// Busy wait loop
while ((nextTime - prevTime) < (double)ms/1000.0) nextTime = GetTime();
while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
#else
#if defined _WIN32
Sleep(ms);
#elif defined __linux || defined(PLATFORM_WEB)
struct timespec req = { 0 };
time_t sec = (int)(ms/1000.0f);
ms -= (sec*1000);
req.tv_sec = sec;
req.tv_nsec = ms*1000000L;
// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
while (nanosleep(&req, &req) == -1) continue;
#elif defined __APPLE__
usleep(ms*1000.0f);
#endif
#endif
}

View File

@ -98,14 +98,13 @@
#define RAD2DEG (180.0f/PI)
// raylib Config Flags
#define FLAG_SHOW_LOGO 1
#define FLAG_SHOW_MOUSE_CURSOR 2
#define FLAG_FULLSCREEN_MODE 4
#define FLAG_WINDOW_RESIZABLE 8
#define FLAG_WINDOW_DECORATED 16
#define FLAG_WINDOW_TRANSPARENT 32
#define FLAG_MSAA_4X_HINT 64
#define FLAG_VSYNC_HINT 128
#define FLAG_SHOW_LOGO 1 // Set this flag to show raylib logo at startup
#define FLAG_FULLSCREEN_MODE 2 // Set this flag to run program in fullscreen
#define FLAG_WINDOW_RESIZABLE 4 // Set this flag to allow resizable window
#define FLAG_WINDOW_DECORATED 8 // Set this flag to show window decoration (frame and buttons)
#define FLAG_WINDOW_TRANSPARENT 16 // Set this flag to allow transparent window
#define FLAG_MSAA_4X_HINT 32 // Set this flag to try enabling MSAA 4X
#define FLAG_VSYNC_HINT 64 // Set this flag to try enabling V-Sync on GPU
// Keyboard Function Keys
#define KEY_SPACE 32
@ -674,8 +673,8 @@ RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the
RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
RLAPI int GetFPS(void); // Returns current FPS (rounded value)
RLAPI float GetFrameTime(void); // Returns time in seconds for one frame (rounded value)
RLAPI int GetFPS(void); // Returns current FPS
RLAPI float GetFrameTime(void); // Returns time in seconds for one frame
RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color

View File

@ -531,8 +531,22 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, float fontSize, i
// NOTE: Uses default font
void DrawFPS(int posX, int posY)
{
// NOTE: We are rendering fps every second for better viewing on high framerates
static int fps = 0;
static int counter = 0;
static int refreshRate = 20;
if (counter < refreshRate) counter++;
else
{
fps = GetFPS();
refreshRate = fps;
counter = 0;
}
// NOTE: We have rounding errors every frame, so it oscillates a lot
DrawText(FormatText("%2i FPS", GetFPS()), posX, posY, 20, LIME);
DrawText(FormatText("%2i FPS", fps), posX, posY, 20, LIME);
}
//----------------------------------------------------------------------------------