mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-25 23:13:39 +00:00
[client] reworked the polling logic yet again
This commit is contained in:
parent
eb52ee9412
commit
032602f336
@ -16,6 +16,9 @@ this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
||||
Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
// limit the FPS when sync is turned off
|
||||
#define FPS_LIMIT 240
|
||||
|
||||
#include <getopt.h>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL_ttf.h>
|
||||
@ -185,75 +188,63 @@ int renderThread(void * unused)
|
||||
SDL_Texture * textTexture = NULL;
|
||||
SDL_Rect textRect;
|
||||
|
||||
const uint64_t presentTime = detectPresentTime();
|
||||
const uint64_t presentTime =
|
||||
params.vsync ?
|
||||
detectPresentTime() :
|
||||
ceil((1000000.0/(double)FPS_LIMIT));
|
||||
|
||||
uint64_t pollDelay = 0;
|
||||
unsigned int lateCount = 0;
|
||||
|
||||
int pollDelay = 0;
|
||||
uint64_t drawStart = 0;
|
||||
uint64_t drawTime = 0;
|
||||
int drawTime = 0;
|
||||
|
||||
uint64_t fpsStart = 0;
|
||||
uint64_t fpsTime = 0;
|
||||
uint64_t fpsStart = microtime();
|
||||
int fpsTime = 0;
|
||||
|
||||
unsigned int retardCount = 0;
|
||||
unsigned int resyncCount = 0;
|
||||
|
||||
#define SYNC_WINDOW 2000
|
||||
volatile uint64_t * dataPos = &state.shm->dataPos;
|
||||
|
||||
while(state.running)
|
||||
{
|
||||
// wait for a frame
|
||||
if (pollDelay > SYNC_WINDOW)
|
||||
usleep(pollDelay - SYNC_WINDOW);
|
||||
else
|
||||
usleep(pollDelay);
|
||||
|
||||
// we shouldn't have a frame yet, retard the timing a bit
|
||||
if (header.dataPos != state.shm->dataPos)
|
||||
// if the next frame isn't aready available
|
||||
if (header.dataPos == *dataPos)
|
||||
{
|
||||
++retardCount;
|
||||
if (pollDelay >= SYNC_WINDOW / 2)
|
||||
pollDelay -= SYNC_WINDOW / 2;
|
||||
else
|
||||
pollDelay = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
const uint64_t loopStart = microtime();
|
||||
while(header.dataPos == state.shm->dataPos && state.running)
|
||||
{
|
||||
// if we timed out, wait for an interrupt or a timeout
|
||||
if (microtime() - loopStart > SYNC_WINDOW)
|
||||
{
|
||||
if (ivshmem_wait_irq(0, 1000000/30) == IVSHMEM_WAIT_RESULT_OK)
|
||||
{
|
||||
// might be a spurious interrupt we didn't answer earlier
|
||||
if (header.dataPos == state.shm->dataPos)
|
||||
continue;
|
||||
// wait for a frame
|
||||
const uint64_t pollStart = microtime();
|
||||
if (pollDelay > 0)
|
||||
usleep(pollDelay);
|
||||
|
||||
++resyncCount;
|
||||
}
|
||||
if (header.dataPos != *dataPos)
|
||||
++lateCount;
|
||||
|
||||
// poll until we have a new frame, or we time out
|
||||
while(header.dataPos == *dataPos && state.running) {
|
||||
if (microtime() - pollStart > 100)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
pollDelay += microtime() - loopStart;
|
||||
pollDelay -= SYNC_WINDOW / 2;
|
||||
if (pollDelay > (1000000/30))
|
||||
pollDelay = presentTime;
|
||||
// update the delay
|
||||
pollDelay = microtime() - pollStart - 100;
|
||||
}
|
||||
|
||||
if (!state.running)
|
||||
break;
|
||||
|
||||
// sleep for the remainder of the presentation time
|
||||
if (frameCount > 0)
|
||||
{
|
||||
drawTime = microtime() - drawStart;
|
||||
const uint64_t t = microtime();
|
||||
drawTime = t - drawStart;
|
||||
if (drawTime < presentTime)
|
||||
{
|
||||
uint64_t delta = presentTime - drawTime;
|
||||
const uint64_t delta = presentTime - drawTime;
|
||||
if (delta > 1000)
|
||||
usleep(delta - 1000);
|
||||
|
||||
if (!params.vsync)
|
||||
{
|
||||
// poll for the final microsecond
|
||||
const uint64_t target = t + delta;
|
||||
while(microtime() <= target) {}
|
||||
}
|
||||
}
|
||||
|
||||
// ensure buffers are flushed
|
||||
@ -401,7 +392,7 @@ int renderThread(void * unused)
|
||||
|
||||
char str[128];
|
||||
const float avgFPS = 1000.0f / (((float)fpsTime / frameCount) / 1000.0f);
|
||||
snprintf(str, sizeof(str), "FPS: %8.4f, Retard: %d, Resync: %d", avgFPS, retardCount, resyncCount);
|
||||
snprintf(str, sizeof(str), "FPS: %8.4f (Frames: %d, Late: %d)", avgFPS, frameCount, lateCount);
|
||||
SDL_Color color = {0xff, 0xff, 0xff};
|
||||
if (!(textSurface = TTF_RenderText_Blended(state.font, str, color)))
|
||||
{
|
||||
@ -420,6 +411,7 @@ int renderThread(void * unused)
|
||||
|
||||
fpsTime = 0;
|
||||
frameCount = 0;
|
||||
lateCount = 0;
|
||||
}
|
||||
|
||||
if (textTexture)
|
||||
|
Loading…
Reference in New Issue
Block a user