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[client] use clock_nanosleep for more accurate frame timing
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5fe2db7e56
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@ -189,6 +189,9 @@ int renderThread(void * unused)
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if (!state.lgr->render_startup(state.lgrData, state.window))
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return 1;
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struct timespec time;
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clock_gettime(CLOCK_MONOTONIC, &time);
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while(state.running)
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{
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if (state.lgrResize)
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@ -198,8 +201,6 @@ int renderThread(void * unused)
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state.lgrResize = false;
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}
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const uint64_t start = microtime();
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if (!state.lgr->render(state.lgrData, state.window))
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break;
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@ -212,22 +213,23 @@ int renderThread(void * unused)
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{
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const float avgUPS = 1000.0f / (((float)state.renderTime / state.frameCount ) / 1e6f);
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const float avgFPS = 1000.0f / (((float)state.renderTime / state.renderCount) / 1e6f);
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state.lgr->update_fps(state.lgrData, avgUPS, avgFPS);
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state.renderTime = 0;
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state.frameCount = 0;
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state.renderCount = 0;
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state.lgr->update_fps(state.lgrData, avgUPS, avgFPS);
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}
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const uint64_t total = microtime() - start;
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if (total < state.fpsSleep)
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uint64_t nsec = time.tv_nsec + (1e9 / params.fpsLimit);
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if (nsec > 1e9)
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{
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usleep(state.fpsSleep - total);
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int64_t delta = (1000000 / params.fpsLimit) - (microtime() - start);
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state.fpsSleep += delta / 16;
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if (state.fpsSleep < 0)
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state.fpsSleep = 0;
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time.tv_nsec = nsec - 1e9;
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++time.tv_sec;
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}
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else
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time.tv_nsec = nsec;
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clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &time, NULL);
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}
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return 0;
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