mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 04:16:50 +01:00
523 lines
18 KiB
C++
523 lines
18 KiB
C++
/*************************************************************************/
|
|
/* main_timer_sync.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* PANDEMONIUM ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#include "main_timer_sync.h"
|
|
|
|
#include "core/math/math_funcs.h"
|
|
#include "core/os/os.h"
|
|
|
|
void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) {
|
|
if (idle_step < min_idle_step) {
|
|
idle_step = min_idle_step;
|
|
} else if (idle_step > max_idle_step) {
|
|
idle_step = max_idle_step;
|
|
}
|
|
}
|
|
|
|
/////////////////////////////////
|
|
|
|
void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int64_t p_delta) {
|
|
// the calling code should prevent 0 or negative values of delta
|
|
// (preventing divide by zero)
|
|
|
|
// note that if the estimate gets locked, and something external changes this
|
|
// (e.g. user changes to non-vsync in the OS), then the results may be less than ideal,
|
|
// but usually it will detect this via the FPS measurement and not attempt smoothing.
|
|
// This should be a rare occurrence anyway, and will be cured next time user restarts game.
|
|
if (_estimate_locked) {
|
|
return;
|
|
}
|
|
|
|
// First average the delta over NUM_READINGS
|
|
_estimator_total_delta += p_delta;
|
|
_estimator_delta_readings++;
|
|
|
|
const int NUM_READINGS = 60;
|
|
|
|
if (_estimator_delta_readings < NUM_READINGS) {
|
|
return;
|
|
}
|
|
|
|
// use average
|
|
p_delta = _estimator_total_delta / NUM_READINGS;
|
|
|
|
// reset the averager for next time
|
|
_estimator_delta_readings = 0;
|
|
_estimator_total_delta = 0;
|
|
|
|
///////////////////////////////
|
|
|
|
int fps = Math::round(1000000.0 / p_delta);
|
|
|
|
// initial estimation, to speed up converging, special case we will estimate the refresh rate
|
|
// from the first average FPS reading
|
|
if (_estimated_fps == 0) {
|
|
// below 50 might be chugging loading stuff, or else
|
|
// dropping loads of frames, so the estimate will be inaccurate
|
|
if (fps >= 50) {
|
|
_estimated_fps = fps;
|
|
#ifdef PANDEMONIUM_DEBUG_DELTA_SMOOTHER
|
|
print_line("initial guess (average measured) refresh rate: " + itos(fps));
|
|
#endif
|
|
} else {
|
|
// can't get started until above 50
|
|
return;
|
|
}
|
|
}
|
|
|
|
// we hit our exact estimated refresh rate.
|
|
// increase our confidence in the estimate.
|
|
if (fps == _estimated_fps) {
|
|
// note that each hit is an average of NUM_READINGS frames
|
|
_hits_at_estimated++;
|
|
|
|
if (_estimate_complete && _hits_at_estimated == 20) {
|
|
_estimate_locked = true;
|
|
#ifdef PANDEMONIUM_DEBUG_DELTA_SMOOTHER
|
|
print_line("estimate LOCKED at " + itos(_estimated_fps) + " fps");
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
// if we are getting pretty confident in this estimate, decide it is complete
|
|
// (it can still be increased later, and possibly lowered but only for a short time)
|
|
if ((!_estimate_complete) && (_hits_at_estimated > 2)) {
|
|
// when the estimate is complete we turn on smoothing
|
|
if (_estimated_fps) {
|
|
_estimate_complete = true;
|
|
_vsync_delta = 1000000 / _estimated_fps;
|
|
|
|
#ifdef PANDEMONIUM_DEBUG_DELTA_SMOOTHER
|
|
print_line("estimate complete. vsync_delta " + itos(_vsync_delta) + ", fps " + itos(_estimated_fps));
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#ifdef PANDEMONIUM_DEBUG_DELTA_SMOOTHER
|
|
if ((_hits_at_estimated % (400 / NUM_READINGS)) == 0) {
|
|
String sz = "hits at estimated : " + itos(_hits_at_estimated) + ", above : " + itos(_hits_above_estimated) + "( " + itos(_hits_one_above_estimated) + " ), below : " + itos(_hits_below_estimated) + " (" + itos(_hits_one_below_estimated) + " )";
|
|
|
|
print_line(sz);
|
|
}
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
|
|
const int SIGNIFICANCE_UP = 1;
|
|
const int SIGNIFICANCE_DOWN = 2;
|
|
|
|
// we are not usually interested in slowing the estimate
|
|
// but we may have overshot, so make it possible to reduce
|
|
if (fps < _estimated_fps) {
|
|
// micro changes
|
|
if (fps == (_estimated_fps - 1)) {
|
|
_hits_one_below_estimated++;
|
|
|
|
if ((_hits_one_below_estimated > _hits_at_estimated) && (_hits_one_below_estimated > SIGNIFICANCE_DOWN)) {
|
|
_estimated_fps--;
|
|
made_new_estimate();
|
|
}
|
|
|
|
return;
|
|
} else {
|
|
_hits_below_estimated++;
|
|
|
|
// don't allow large lowering if we are established at a refresh rate, as it will probably be dropped frames
|
|
bool established = _estimate_complete && (_hits_at_estimated > 10);
|
|
|
|
// macro changes
|
|
// note there is a large barrier to macro lowering. That is because it is more likely to be dropped frames
|
|
// than mis-estimation of the refresh rate.
|
|
if (!established) {
|
|
if (((_hits_below_estimated / 8) > _hits_at_estimated) && (_hits_below_estimated > SIGNIFICANCE_DOWN)) {
|
|
// decrease the estimate
|
|
_estimated_fps--;
|
|
made_new_estimate();
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Changes increasing the estimate.
|
|
// micro changes
|
|
if (fps == (_estimated_fps + 1)) {
|
|
_hits_one_above_estimated++;
|
|
|
|
if ((_hits_one_above_estimated > _hits_at_estimated) && (_hits_one_above_estimated > SIGNIFICANCE_UP)) {
|
|
_estimated_fps++;
|
|
made_new_estimate();
|
|
}
|
|
return;
|
|
} else {
|
|
_hits_above_estimated++;
|
|
|
|
// macro changes
|
|
if ((_hits_above_estimated > _hits_at_estimated) && (_hits_above_estimated > SIGNIFICANCE_UP)) {
|
|
// increase the estimate
|
|
int change = fps - _estimated_fps;
|
|
change /= 2;
|
|
change = MAX(1, change);
|
|
|
|
_estimated_fps += change;
|
|
made_new_estimate();
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
bool MainTimerSync::DeltaSmoother::fps_allows_smoothing(int64_t p_delta) {
|
|
_measurement_time += p_delta;
|
|
_measurement_frame_count++;
|
|
|
|
if (_measurement_frame_count == _measurement_end_frame) {
|
|
// only switch on or off if the estimate is complete
|
|
if (_estimate_complete) {
|
|
int64_t time_passed = _measurement_time - _measurement_start_time;
|
|
|
|
// average delta
|
|
time_passed /= MEASURE_FPS_OVER_NUM_FRAMES;
|
|
|
|
// estimate fps
|
|
if (time_passed) {
|
|
double fps = 1000000.0 / time_passed;
|
|
double ratio = fps / (double)_estimated_fps;
|
|
|
|
//print_line("ratio : " + String(Variant(ratio)));
|
|
|
|
if ((ratio > 0.95) && (ratio < 1.05)) {
|
|
_measurement_allows_smoothing = true;
|
|
} else {
|
|
_measurement_allows_smoothing = false;
|
|
}
|
|
}
|
|
} // estimate complete
|
|
|
|
// new start time for next iteration
|
|
_measurement_start_time = _measurement_time;
|
|
_measurement_end_frame += MEASURE_FPS_OVER_NUM_FRAMES;
|
|
}
|
|
|
|
return _measurement_allows_smoothing;
|
|
}
|
|
|
|
int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t p_delta) {
|
|
// Conditions to disable smoothing.
|
|
// Note that vsync is a request, it cannot be relied on, the OS may override this.
|
|
// If the OS turns vsync on without vsync in the app, smoothing will not be enabled.
|
|
// If the OS turns vsync off with sync enabled in the app, the smoothing must detect this
|
|
// via the error metric and switch off.
|
|
if (!OS::get_singleton()->is_delta_smoothing_enabled() || !OS::get_singleton()->is_vsync_enabled() || Engine::get_singleton()->is_editor_hint()) {
|
|
return p_delta;
|
|
}
|
|
|
|
// Very important, ignore long deltas and pass them back unmodified.
|
|
// This is to deal with resuming after suspend for long periods.
|
|
if (p_delta > 1000000) {
|
|
return p_delta;
|
|
}
|
|
|
|
// keep a running guesstimate of the FPS, and turn off smoothing if
|
|
// conditions not close to the estimated FPS
|
|
if (!fps_allows_smoothing(p_delta)) {
|
|
return p_delta;
|
|
}
|
|
|
|
// we can't cope with negative deltas .. OS bug on some hardware
|
|
// and also very small deltas caused by vsync being off.
|
|
// This could possibly be part of a hiccup, this value isn't fixed in stone...
|
|
if (p_delta < 1000) {
|
|
return p_delta;
|
|
}
|
|
|
|
// note still some vsync off will still get through to this point...
|
|
// and we need to cope with it by not converging the estimator / and / or not smoothing
|
|
update_refresh_rate_estimator(p_delta);
|
|
|
|
// no smoothing until we know what the refresh rate is
|
|
if (!_estimate_complete) {
|
|
return p_delta;
|
|
}
|
|
|
|
// accumulate the time we have available to use
|
|
_leftover_time += p_delta;
|
|
|
|
// how many vsyncs units can we fit?
|
|
int64_t units = _leftover_time / _vsync_delta;
|
|
|
|
// a delta must include minimum 1 vsync
|
|
// (if it is less than that, it is either random error or we are no longer running at the vsync rate,
|
|
// in which case we should switch off delta smoothing, or re-estimate the refresh rate)
|
|
units = MAX(units, 1);
|
|
|
|
_leftover_time -= units * _vsync_delta;
|
|
// print_line("units " + itos(units) + ", leftover " + itos(_leftover_time/1000) + " ms");
|
|
|
|
return units * _vsync_delta;
|
|
}
|
|
|
|
/////////////////////////////////////
|
|
|
|
// returns the fraction of p_frame_slice required for the timer to overshoot
|
|
// before advance_core considers changing the physics_steps return from
|
|
// the typical values as defined by typical_physics_steps
|
|
float MainTimerSync::get_physics_jitter_fix() {
|
|
return Engine::get_singleton()->get_physics_jitter_fix();
|
|
}
|
|
|
|
// gets our best bet for the average number of physics steps per render frame
|
|
// return value: number of frames back this data is consistent
|
|
int MainTimerSync::get_average_physics_steps(float &p_min, float &p_max) {
|
|
p_min = typical_physics_steps[0];
|
|
p_max = p_min + 1;
|
|
|
|
for (int i = 1; i < CONTROL_STEPS; ++i) {
|
|
const float typical_lower = typical_physics_steps[i];
|
|
const float current_min = typical_lower / (i + 1);
|
|
if (current_min > p_max) {
|
|
return i; // bail out if further restrictions would void the interval
|
|
} else if (current_min > p_min) {
|
|
p_min = current_min;
|
|
}
|
|
const float current_max = (typical_lower + 1) / (i + 1);
|
|
if (current_max < p_min) {
|
|
return i;
|
|
} else if (current_max < p_max) {
|
|
p_max = current_max;
|
|
}
|
|
}
|
|
|
|
return CONTROL_STEPS;
|
|
}
|
|
|
|
// advance physics clock by p_idle_step, return appropriate number of steps to simulate
|
|
MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_physics_ticks_per_second, float p_idle_step) {
|
|
MainFrameTime ret;
|
|
|
|
ret.idle_step = p_idle_step;
|
|
|
|
// simple determination of number of physics iteration
|
|
time_accum += ret.idle_step;
|
|
ret.physics_steps = floor(time_accum * p_physics_ticks_per_second);
|
|
|
|
int min_typical_steps = typical_physics_steps[0];
|
|
int max_typical_steps = min_typical_steps + 1;
|
|
|
|
// given the past recorded steps and typical steps to match, calculate bounds for this
|
|
// step to be typical
|
|
bool update_typical = false;
|
|
|
|
for (int i = 0; i < CONTROL_STEPS - 1; ++i) {
|
|
int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i];
|
|
if (steps_left_to_match_typical > max_typical_steps ||
|
|
steps_left_to_match_typical + 1 < min_typical_steps) {
|
|
update_typical = true;
|
|
break;
|
|
}
|
|
|
|
if (steps_left_to_match_typical > min_typical_steps) {
|
|
min_typical_steps = steps_left_to_match_typical;
|
|
}
|
|
if (steps_left_to_match_typical + 1 < max_typical_steps) {
|
|
max_typical_steps = steps_left_to_match_typical + 1;
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
if (max_typical_steps < 0) {
|
|
WARN_PRINT_ONCE("`max_typical_steps` is negative. This could hint at an engine bug or system timer misconfiguration.");
|
|
}
|
|
#endif
|
|
|
|
// try to keep it consistent with previous iterations
|
|
if (ret.physics_steps < min_typical_steps) {
|
|
const int max_possible_steps = floor((time_accum)*p_physics_ticks_per_second + get_physics_jitter_fix());
|
|
if (max_possible_steps < min_typical_steps) {
|
|
ret.physics_steps = max_possible_steps;
|
|
update_typical = true;
|
|
} else {
|
|
ret.physics_steps = min_typical_steps;
|
|
}
|
|
} else if (ret.physics_steps > max_typical_steps) {
|
|
const int min_possible_steps = floor((time_accum)*p_physics_ticks_per_second - get_physics_jitter_fix());
|
|
if (min_possible_steps > max_typical_steps) {
|
|
ret.physics_steps = min_possible_steps;
|
|
update_typical = true;
|
|
} else {
|
|
ret.physics_steps = max_typical_steps;
|
|
}
|
|
}
|
|
|
|
if (ret.physics_steps < 0) {
|
|
ret.physics_steps = 0;
|
|
}
|
|
|
|
time_accum -= ret.physics_steps * p_frame_slice;
|
|
|
|
// keep track of accumulated step counts
|
|
for (int i = CONTROL_STEPS - 2; i >= 0; --i) {
|
|
accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps;
|
|
}
|
|
accumulated_physics_steps[0] = ret.physics_steps;
|
|
|
|
if (update_typical) {
|
|
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
|
|
if (typical_physics_steps[i] > accumulated_physics_steps[i]) {
|
|
typical_physics_steps[i] = accumulated_physics_steps[i];
|
|
} else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) {
|
|
typical_physics_steps[i] = accumulated_physics_steps[i] - 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
|
|
MainFrameTime MainTimerSync::advance_checked(float p_frame_slice, int p_physics_ticks_per_second, float p_idle_step) {
|
|
if (fixed_fps != -1) {
|
|
p_idle_step = 1.0 / fixed_fps;
|
|
}
|
|
|
|
float min_output_step = p_idle_step / 8;
|
|
min_output_step = MAX(min_output_step, 1E-6);
|
|
|
|
// compensate for last deficit
|
|
p_idle_step += time_deficit;
|
|
|
|
MainFrameTime ret = advance_core(p_frame_slice, p_physics_ticks_per_second, p_idle_step);
|
|
|
|
// we will do some clamping on ret.idle_step and need to sync those changes to time_accum,
|
|
// that's easiest if we just remember their fixed difference now
|
|
const double idle_minus_accum = ret.idle_step - time_accum;
|
|
|
|
// first, least important clamping: keep ret.idle_step consistent with typical_physics_steps.
|
|
// this smoothes out the idle steps and culls small but quick variations.
|
|
{
|
|
float min_average_physics_steps, max_average_physics_steps;
|
|
int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps);
|
|
if (consistent_steps > 3) {
|
|
ret.clamp_idle(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice);
|
|
}
|
|
}
|
|
|
|
// second clamping: keep abs(time_deficit) < jitter_fix * frame_slise
|
|
float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice;
|
|
ret.clamp_idle(p_idle_step - max_clock_deviation, p_idle_step + max_clock_deviation);
|
|
|
|
// last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and idle
|
|
ret.clamp_idle(idle_minus_accum, idle_minus_accum + p_frame_slice);
|
|
|
|
// all the operations above may have turned ret.idle_step negative or zero, keep a minimal value
|
|
if (ret.idle_step < min_output_step) {
|
|
ret.idle_step = min_output_step;
|
|
}
|
|
|
|
// restore time_accum
|
|
time_accum = ret.idle_step - idle_minus_accum;
|
|
|
|
// forcing ret.idle_step to be positive may trigger a violation of the
|
|
// promise that time_accum is between 0 and p_frame_slice
|
|
#ifdef DEBUG_ENABLED
|
|
if (time_accum < -1E-7) {
|
|
WARN_PRINT_ONCE("Intermediate value of `time_accum` is negative. This could hint at an engine bug or system timer misconfiguration.");
|
|
}
|
|
#endif
|
|
|
|
if (time_accum > p_frame_slice) {
|
|
const int extra_physics_steps = floor(time_accum * p_physics_ticks_per_second);
|
|
time_accum -= extra_physics_steps * p_frame_slice;
|
|
ret.physics_steps += extra_physics_steps;
|
|
}
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
if (time_accum < -1E-7) {
|
|
WARN_PRINT_ONCE("Final value of `time_accum` is negative. It should always be between 0 and `p_physics_step`. This hints at an engine bug.");
|
|
}
|
|
if (time_accum > p_frame_slice + 1E-7) {
|
|
WARN_PRINT_ONCE("Final value of `time_accum` is larger than `p_frame_slice`. It should always be between 0 and `p_frame_slice`. This hints at an engine bug.");
|
|
}
|
|
#endif
|
|
|
|
// track deficit
|
|
time_deficit = p_idle_step - ret.idle_step;
|
|
|
|
// p_frame_slice is 1.0 / iterations_per_sec
|
|
// i.e. the time in seconds taken by a physics tick
|
|
ret.interpolation_fraction = time_accum / p_frame_slice;
|
|
|
|
return ret;
|
|
}
|
|
|
|
// determine wall clock step since last iteration
|
|
float MainTimerSync::get_cpu_idle_step() {
|
|
uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
|
|
last_cpu_ticks_usec = current_cpu_ticks_usec;
|
|
|
|
cpu_ticks_elapsed = _delta_smoother.smooth_delta(cpu_ticks_elapsed);
|
|
|
|
return cpu_ticks_elapsed / 1000000.0;
|
|
}
|
|
|
|
MainTimerSync::MainTimerSync() :
|
|
last_cpu_ticks_usec(0),
|
|
current_cpu_ticks_usec(0),
|
|
time_accum(0),
|
|
time_deficit(0),
|
|
fixed_fps(0) {
|
|
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
|
|
typical_physics_steps[i] = i;
|
|
accumulated_physics_steps[i] = i;
|
|
}
|
|
}
|
|
|
|
// start the clock
|
|
void MainTimerSync::init(uint64_t p_cpu_ticks_usec) {
|
|
current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec;
|
|
}
|
|
|
|
// set measured wall clock time
|
|
void MainTimerSync::set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) {
|
|
current_cpu_ticks_usec = p_cpu_ticks_usec;
|
|
}
|
|
|
|
void MainTimerSync::set_fixed_fps(int p_fixed_fps) {
|
|
fixed_fps = p_fixed_fps;
|
|
}
|
|
|
|
// advance one frame, return timesteps to take
|
|
MainFrameTime MainTimerSync::advance(float p_frame_slice, int p_physics_ticks_per_second) {
|
|
float cpu_idle_step = get_cpu_idle_step();
|
|
|
|
return advance_checked(p_frame_slice, p_physics_ticks_per_second, cpu_idle_step);
|
|
}
|