Fix FPS yet again (#598)

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PeachyPeach 2024-12-31 18:46:27 +01:00 committed by GitHub
parent 37079a6fc0
commit 447e2f1121
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@ -89,7 +89,7 @@ f32 gRenderingDelta = 0;
#define FRAMERATE 30
static const f64 sFrameTime = (1.0 / ((double)FRAMERATE));
static f64 sPeriodTimeStart = 0;
static f64 sFpsTimeLast = 0;
static f64 sFrameTimeStart = 0;
static u32 sDrawnFrames = 0;
@ -177,45 +177,49 @@ static inline void patch_interpolations(f32 delta) {
patch_scroll_targets_interpolated(delta);
}
static void compute_fps(f64 start, f64 end) {
u32 fps = round((f64) sDrawnFrames / MAX(0.001, end - start));
static void compute_fps(f64 curTime) {
u32 fps = round((f64) sDrawnFrames / MAX(0.001, curTime - sFpsTimeLast));
djui_fps_display_update(fps);
sFpsTimeLast = curTime;
sDrawnFrames = 0;
}
static s32 get_num_frames_to_draw(f64 t) {
if (configFrameLimit % FRAMERATE == 0) {
return configFrameLimit / FRAMERATE;
}
s64 numFramesCurr = (s64) (t * (f64) configFrameLimit);
s64 numFramesNext = (s64) ((t + sFrameTime) * (f64) configFrameLimit);
return (s32) MAX(1, numFramesNext - numFramesCurr);
}
void produce_interpolation_frames_and_delay(void) {
bool is30Fps = (!configUncappedFramerate && configFrameLimit == FRAMERATE);
gRenderingInterpolated = true;
// Delta time is based on the remaining number of frames we need to draw during the current second
f64 curTime = clock_elapsed_f64();
f64 remainingTime = sPeriodTimeStart + 1.0 - curTime;
f64 targetTime = sFrameTimeStart + sFrameTime;
f64 targetDelta = (
is30Fps ?
targetTime - curTime :
remainingTime / (f64) MAX(1, configFrameLimit - sDrawnFrames)
);
s32 numFramesToDraw = get_num_frames_to_draw(sFrameTimeStart);
// Reset counters if:
// - Freeze/lag happens during at least 1 game update
// - No time left for drawing the remaining frames
// - All frames are already drawn
if (!configUncappedFramerate && (curTime > targetTime || remainingTime < 0.0 || sDrawnFrames >= configFrameLimit)) {
compute_fps(sPeriodTimeStart, curTime);
sPeriodTimeStart = curTime;
sFrameTimeStart = curTime;
targetTime = curTime + sFrameTime;
targetDelta = 1.0 / (f64) configFrameLimit;
// if the game update took too long, don't interpolate
if (targetTime - curTime < sFrameTime / 2) {
gRenderingInterpolated = false;
is30Fps = true;
numFramesToDraw = 1;
}
f64 loopStartTime = curTime;
f64 expectedTime = 0;
// interpolate and render
while ((curTime = clock_elapsed_f64()) < targetTime) {
// make sure to draw at least one frame to prevent the game from freezing completely
// (including inputs and window events) if the game update duration is greater than 33ms
do {
f32 delta = (
is30Fps ?
1.0f :
MAX(MIN((curTime - sFrameTimeStart) / (targetTime - sFrameTimeStart), 1.0f), 0.0f)
MIN(MAX((curTime - sFrameTimeStart) / sFrameTime, 0.f), 1.f)
);
gRenderingDelta = delta;
@ -226,24 +230,27 @@ void produce_interpolation_frames_and_delay(void) {
sDrawnFrames++;
if (configUncappedFramerate) { continue; }
if (!is30Fps && configUncappedFramerate) { continue; }
// Delay if our framerate is capped.
// delay if our framerate is capped
f64 now = clock_elapsed_f64();
f64 actualDelta = now - curTime;
if (actualDelta >= targetDelta) { continue; }
f64 delay = (targetDelta - actualDelta) * 1000.0;
if (delay > 0.0f) {
f64 elapsedTime = now - loopStartTime;
expectedTime += (targetTime - curTime) / (f64) numFramesToDraw;
f64 delay = (expectedTime - elapsedTime) * 1000.0;
if (delay > 0.0) {
WAPI.delay((u32)delay);
}
numFramesToDraw--;
} while ((curTime = clock_elapsed_f64()) < targetTime && numFramesToDraw > 0);
if (is30Fps) { break; }
// compute and update the frame rate every second
if ((curTime = clock_elapsed_f64()) >= sFpsTimeLast + 1.0) {
compute_fps(curTime);
}
if ((curTime = clock_elapsed_f64()) >= sPeriodTimeStart + 1.0) {
compute_fps(sPeriodTimeStart, curTime);
sPeriodTimeStart += 1.0;
sFrameTimeStart = sPeriodTimeStart;
// advance frame start time
if (curTime > sFrameTimeStart + 2 * sFrameTime) {
sFrameTimeStart = curTime;
} else {
sFrameTimeStart += sFrameTime;
}