mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-25 14:57:20 +00:00
[client] use clock_nanosleep for more accurate frame timing
This commit is contained in:
parent
5fe2db7e56
commit
49bd091359
@ -189,6 +189,9 @@ int renderThread(void * unused)
|
||||
if (!state.lgr->render_startup(state.lgrData, state.window))
|
||||
return 1;
|
||||
|
||||
struct timespec time;
|
||||
clock_gettime(CLOCK_MONOTONIC, &time);
|
||||
|
||||
while(state.running)
|
||||
{
|
||||
if (state.lgrResize)
|
||||
@ -198,8 +201,6 @@ int renderThread(void * unused)
|
||||
state.lgrResize = false;
|
||||
}
|
||||
|
||||
const uint64_t start = microtime();
|
||||
|
||||
if (!state.lgr->render(state.lgrData, state.window))
|
||||
break;
|
||||
|
||||
@ -212,22 +213,23 @@ int renderThread(void * unused)
|
||||
{
|
||||
const float avgUPS = 1000.0f / (((float)state.renderTime / state.frameCount ) / 1e6f);
|
||||
const float avgFPS = 1000.0f / (((float)state.renderTime / state.renderCount) / 1e6f);
|
||||
state.lgr->update_fps(state.lgrData, avgUPS, avgFPS);
|
||||
|
||||
state.renderTime = 0;
|
||||
state.frameCount = 0;
|
||||
state.renderCount = 0;
|
||||
|
||||
state.lgr->update_fps(state.lgrData, avgUPS, avgFPS);
|
||||
}
|
||||
|
||||
const uint64_t total = microtime() - start;
|
||||
if (total < state.fpsSleep)
|
||||
uint64_t nsec = time.tv_nsec + (1e9 / params.fpsLimit);
|
||||
if (nsec > 1e9)
|
||||
{
|
||||
usleep(state.fpsSleep - total);
|
||||
int64_t delta = (1000000 / params.fpsLimit) - (microtime() - start);
|
||||
state.fpsSleep += delta / 16;
|
||||
if (state.fpsSleep < 0)
|
||||
state.fpsSleep = 0;
|
||||
time.tv_nsec = nsec - 1e9;
|
||||
++time.tv_sec;
|
||||
}
|
||||
else
|
||||
time.tv_nsec = nsec;
|
||||
|
||||
clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &time, NULL);
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
Loading…
Reference in New Issue
Block a user