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https://github.com/gnif/LookingGlass.git
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[client] main: use the monotonic clock to calculate the ups/fps
The accumulated time is not the best way to do this as the timer function callback may not be exactly every 1000ms, by using the monotonic clock we will get more accurate results.
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@ -97,17 +97,24 @@ static void lgInit(void)
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static bool fpsTimerFn(void * unused)
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static bool fpsTimerFn(void * unused)
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{
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{
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const float renderTime =
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static uint64_t last;
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(float)atomic_exchange_explicit(&g_state.renderTime, 0,
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if (!last)
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{
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last = microtime();
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return true;
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}
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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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memory_order_acquire);
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const float fps = 1e9f / (renderTime /
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const uint64_t time = microtime();
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(float)atomic_exchange_explicit(&g_state.renderCount, 0,
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const float elapsed = (float)(time - last) / 1e3;
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memory_order_acquire));
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last = time;
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const float ups = 1e9f / (renderTime /
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const float fps = 1e3f / (elapsed / (float)renderCount);
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(float)atomic_exchange_explicit(&g_state.frameCount, 0,
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const float ups = 1e3f / (elapsed / (float)frameCount);
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memory_order_acquire));
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atomic_store_explicit(&g_state.fps, fps, 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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atomic_store_explicit(&g_state.ups, ups, memory_order_relaxed);
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@ -179,8 +186,7 @@ static int renderThread(void * unused)
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const uint64_t delta = t - g_state.lastRenderTime;
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const uint64_t delta = t - g_state.lastRenderTime;
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g_state.lastRenderTime = t;
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g_state.lastRenderTime = t;
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atomic_fetch_add_explicit(&g_state.renderTime , delta, memory_order_relaxed);
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atomic_fetch_add_explicit(&g_state.renderCount, 1, memory_order_relaxed);
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atomic_fetch_add_explicit(&g_state.renderCount, 1 , memory_order_relaxed);
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if (g_state.lastRenderTimeValid)
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if (g_state.lastRenderTimeValid)
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{
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{
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@ -621,7 +627,7 @@ int main_frameThread(void * unused)
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if (g_state.lastFrameTimeValid)
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if (g_state.lastFrameTimeValid)
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{
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{
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const float fdelta = (float)delta / 1000000.0f;
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const float fdelta = (float)delta / 1e6f;
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ringbuffer_push(g_state.frameTimings, &fdelta);
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ringbuffer_push(g_state.frameTimings, &fdelta);
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}
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}
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g_state.lastFrameTimeValid = true;
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g_state.lastFrameTimeValid = true;
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@ -104,7 +104,6 @@ struct AppState
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RingBuffer renderTimings;
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RingBuffer renderTimings;
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RingBuffer frameTimings;
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RingBuffer frameTimings;
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atomic_uint_least64_t renderTime;
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atomic_uint_least64_t renderCount, frameCount;
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atomic_uint_least64_t renderCount, frameCount;
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_Atomic(float) fps, ups;
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_Atomic(float) fps, ups;
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