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Improve sleep accuracy on FPS limiter (#15648)
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2 changed files with 20 additions and 2 deletions
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@ -50,8 +50,7 @@ void FpsControl::limit(IrrlichtDevice *device, f32 *dtime, bool assume_paused)
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if (busy_time < frametime_min) {
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sleep_time = frametime_min - busy_time;
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if (sleep_time > 0)
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sleep_us(sleep_time);
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porting::preciseSleepUs(sleep_time);
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} else {
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sleep_time = 0;
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}
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@ -32,12 +32,16 @@
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#define sleep_ms(x) Sleep(x)
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#define sleep_us(x) Sleep((x)/1000)
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#define SLEEP_ACCURACY_US 2000
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#define setenv(n,v,o) _putenv_s(n,v)
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#define unsetenv(n) _putenv_s(n,"")
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#else
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#include <unistd.h>
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#include <cstdlib> // setenv
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#define SLEEP_ACCURACY_US 200
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#define sleep_ms(x) usleep((x)*1000)
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#define sleep_us(x) usleep(x)
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#endif
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@ -220,6 +224,21 @@ inline u64 getDeltaMs(u64 old_time_ms, u64 new_time_ms)
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return (old_time_ms - new_time_ms);
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}
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inline void preciseSleepUs(u64 sleep_time)
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{
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if (sleep_time > 0)
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{
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u64 target_time = porting::getTimeUs() + sleep_time;
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if (sleep_time > SLEEP_ACCURACY_US)
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sleep_us(sleep_time - SLEEP_ACCURACY_US);
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// Busy-wait the remaining time to adjust for sleep inaccuracies
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// The target - now > 0 construct will handle overflow gracefully (even though it should
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// never happen)
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while ((s64)(target_time - porting::getTimeUs()) > 0) {}
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}
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}
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inline const char *getPlatformName()
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{
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return
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