[client] move FPS calculations out of renderers

This commit is contained in:
Geoffrey McRae
2018-11-20 05:26:51 +11:00
parent 0ed9301ed9
commit 90fc2a8164
4 changed files with 89 additions and 75 deletions

View File

@@ -491,6 +491,10 @@ bool egl_render(void * opaque, SDL_Window * window)
return true;
}
void egl_update_fps(void * opaque, const float avgFps, const float renderFps)
{
}
void update_mouse_shape(struct Inst * this)
{
LG_LOCK(this->mouseLock);
@@ -591,5 +595,6 @@ struct LG_Renderer LGR_EGL =
.on_frame_event = egl_on_frame_event,
.on_alert = egl_on_alert,
.render_startup = egl_render_startup,
.render = egl_render
.render = egl_render,
.update_fps = egl_update_fps
};

View File

@@ -125,10 +125,6 @@ struct Inst
bool waitDone;
bool fpsTexture;
uint64_t lastFrameTime;
uint64_t renderTime;
uint64_t frameCount;
uint64_t renderCount;
SDL_Rect fpsRect;
LG_Lock mouseLock;
@@ -141,7 +137,6 @@ struct Inst
bool mouseUpdate;
bool newShape;
uint64_t lastMouseDraw;
LG_RendererCursor mouseType;
bool mouseVisible;
SDL_Rect mousePos;
@@ -379,7 +374,6 @@ bool opengl_on_frame_event(void * opaque, const LG_RendererFormat format, const
this->waitFadeTime = microtime() + FADE_TIME;
}
++this->frameCount;
return true;
}
@@ -530,65 +524,6 @@ bool opengl_render(void * opaque, SDL_Window * window)
if (!draw_frame(this))
return false;
if (this->params.showFPS && this->renderTime > 1e9)
{
char str[128];
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount ) / 1e6f);
const float renderFPS = 1000.0f / (((float)this->renderTime / this->renderCount) / 1e6f);
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
LG_FontBitmap *textSurface = NULL;
if (!(textSurface = this->font->render(this->fontObj, LG_FONT_BITMAP, 0xffffff00, str)))
{
DEBUG_ERROR("Failed to render text");
LG_UNLOCK(this->formatLock);
return false;
}
bitmap_to_texture(textSurface, this->textures[FPS_TEXTURE]);
this->fpsRect.x = 5;
this->fpsRect.y = 5;
this->fpsRect.w = textSurface->width;
this->fpsRect.h = textSurface->height;
this->font->release(this->fontObj, textSurface);
this->renderTime = 0;
this->frameCount = 0;
this->renderCount = 0;
this->fpsTexture = true;
glNewList(this->fpsList, GL_COMPILE);
glPushMatrix();
glLoadIdentity();
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(this->fpsRect.x , this->fpsRect.y );
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
glPopMatrix();
glEndList();
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
@@ -683,16 +618,64 @@ bool opengl_render(void * opaque, SDL_Window * window)
else
SDL_GL_SwapWindow(window);
const uint64_t t = nanotime();
this->renderTime += t - this->lastFrameTime;
this->lastFrameTime = t;
++this->renderCount;
this->mouseUpdate = false;
this->lastMouseDraw = t;
this->mouseUpdate = false;
return true;
}
void opengl_update_fps(void * opaque, const float avgFPS, const float renderFPS)
{
struct Inst * this = (struct Inst *)opaque;
if (!this->params.showFPS)
return;
char str[128];
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
LG_FontBitmap *textSurface = NULL;
if (!(textSurface = this->font->render(this->fontObj, LG_FONT_BITMAP, 0xffffff00, str)))
DEBUG_ERROR("Failed to render text");
bitmap_to_texture(textSurface, this->textures[FPS_TEXTURE]);
this->fpsRect.x = 5;
this->fpsRect.y = 5;
this->fpsRect.w = textSurface->width;
this->fpsRect.h = textSurface->height;
this->font->release(this->fontObj, textSurface);
this->fpsTexture = true;
glNewList(this->fpsList, GL_COMPILE);
glPushMatrix();
glLoadIdentity();
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(this->fpsRect.x , this->fpsRect.y );
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->textures[FPS_TEXTURE]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
glPopMatrix();
glEndList();
}
void draw_torus(float x, float y, float inner, float outer, unsigned int pts)
{
glBegin(GL_QUAD_STRIP);
@@ -866,7 +849,8 @@ const LG_Renderer LGR_OpenGL =
.on_frame_event = opengl_on_frame_event,
.on_alert = opengl_on_alert,
.render_startup = opengl_render_startup,
.render = opengl_render
.render = opengl_render,
.update_fps = opengl_update_fps
};
static bool _check_gl_error(unsigned int line, const char * name)