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https://github.com/gnif/LookingGlass.git
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[client] main: remove/fix faulty upsTime code
The implementation was flawed, instead we just update the presentation time if there was not an early wakeup.
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@ -106,22 +106,30 @@ static bool fpsTimerFn(void * unused)
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const uint64_t renderCount = atomic_exchange_explicit(&g_state.renderCount, 0,
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memory_order_acquire);
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const uint64_t frameCount = atomic_exchange_explicit(&g_state.frameCount, 0,
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memory_order_acquire);
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const uint64_t time = nanotime();
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const float elapsedNs = time - last;
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last = time;
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float fps, ups;
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if (renderCount > 0)
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{
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const uint64_t frameCount = atomic_exchange_explicit(&g_state.frameCount, 0,
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memory_order_acquire);
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const float elapsedMs = (float)elapsedNs / 1e6;
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const uint64_t time = nanotime();
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const uint64_t elapsedNs = time - last;
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const float elapsedMs = (float)elapsedNs / 1e6f;
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const float fps = 1e3f / (elapsedMs / (float)renderCount);
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const float ups = 1e3f / (elapsedMs / (float)frameCount);
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const uint64_t upsTime = elapsedNs / frameCount;
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last = time;
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fps = 1e3f / (elapsedMs / (float)renderCount);
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ups = 1e3f / (elapsedMs / (float)frameCount);
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}
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else
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{
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last = nanotime();
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fps = 0.0f;
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ups = 0.0f;
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}
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atomic_store_explicit(&g_state.fps , fps , memory_order_relaxed);
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atomic_store_explicit(&g_state.ups , ups , memory_order_relaxed);
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atomic_store_explicit(&g_state.upsTime, upsTime, memory_order_relaxed);
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atomic_store_explicit(&g_state.fps, fps, memory_order_relaxed);
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atomic_store_explicit(&g_state.ups, ups, memory_order_relaxed);
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return true;
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}
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@ -157,12 +165,12 @@ static int renderThread(void * unused)
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{
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if (g_params.fpsMin != 0)
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{
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const uint64_t upsTime = atomic_load_explicit(&g_state.upsTime,
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memory_order_relaxed);
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lgWaitEventAbs(e_frame, &time);
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clock_gettime(CLOCK_MONOTONIC, &time);
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tsAdd(&time, g_state.frameTime + upsTime);
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if (!lgWaitEventAbs(e_frame, &time))
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{
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/* only update the time if we woke up early */
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clock_gettime(CLOCK_MONOTONIC, &time);
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tsAdd(&time, g_state.frameTime);
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}
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}
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int resize = atomic_load(&g_state.lgrResize);
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@ -104,7 +104,7 @@ struct AppState
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RingBuffer renderTimings;
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RingBuffer frameTimings;
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atomic_uint_least64_t renderCount, frameCount, upsTime;
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atomic_uint_least64_t renderCount, frameCount;
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_Atomic(float) fps, ups;
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uint64_t resizeTimeout;
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