summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorsfan5 <sfan5@live.de>2022-01-22 17:56:35 +0100
committersfan5 <sfan5@live.de>2022-01-27 22:30:02 +0100
commit058846d687bef214fe6216938d4cf8bf2c79290e (patch)
treec1a74eb8b285b7e633e681604441cb1027a068b0 /src
parentfc161e757c14a0d0b86e69fb5ec631fae8b448de (diff)
downloadminetest-058846d687bef214fe6216938d4cf8bf2c79290e.tar.gz
minetest-058846d687bef214fe6216938d4cf8bf2c79290e.tar.bz2
minetest-058846d687bef214fe6216938d4cf8bf2c79290e.zip
Rework drawtime and related timekeeping code to use microseconds
Diffstat (limited to 'src')
-rw-r--r--src/client/camera.cpp2
-rw-r--r--src/client/camera.h4
-rw-r--r--src/client/game.cpp153
-rw-r--r--src/client/game.h2
-rw-r--r--src/client/gameui.cpp8
-rw-r--r--src/client/gameui.h2
-rw-r--r--src/gui/profilergraph.cpp15
7 files changed, 101 insertions, 85 deletions
diff --git a/src/client/camera.cpp b/src/client/camera.cpp
index 3712d77ea..d1f19adb3 100644
--- a/src/client/camera.cpp
+++ b/src/client/camera.cpp
@@ -308,7 +308,7 @@ void Camera::addArmInertia(f32 player_yaw)
}
}
-void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio)
+void Camera::update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio)
{
// Get player position
// Smooth the movement when walking up stairs
diff --git a/src/client/camera.h b/src/client/camera.h
index 3e1cb4fdf..403d6024c 100644
--- a/src/client/camera.h
+++ b/src/client/camera.h
@@ -140,9 +140,7 @@ public:
void step(f32 dtime);
// Update the camera from the local player's position.
- // busytime is used to adjust the viewing range.
- void update(LocalPlayer* player, f32 frametime, f32 busytime,
- f32 tool_reload_ratio);
+ void update(LocalPlayer* player, f32 frametime, f32 tool_reload_ratio);
// Update render distance
void updateViewingRange();
diff --git a/src/client/game.cpp b/src/client/game.cpp
index 7478e225f..8959b5f15 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -575,10 +575,19 @@ public:
/****************************************************************************
****************************************************************************/
-const float object_hit_delay = 0.2;
+const static float object_hit_delay = 0.2;
struct FpsControl {
- u32 last_time, busy_time, sleep_time;
+ FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
+
+ void reset();
+
+ void limit(IrrlichtDevice *device, f32 *dtime);
+
+ u32 getBusyMs() const { return busy_time / 1000; }
+
+ // all values in microseconds (us)
+ u64 last_time, busy_time, sleep_time;
};
@@ -712,7 +721,7 @@ protected:
void updatePlayerControl(const CameraOrientation &cam);
void step(f32 *dtime);
void processClientEvents(CameraOrientation *cam);
- void updateCamera(u32 busy_time, f32 dtime);
+ void updateCamera(f32 dtime);
void updateSound(f32 dtime);
void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
/*!
@@ -743,8 +752,6 @@ protected:
void updateShadows();
// Misc
- void limitFps(FpsControl *fps_timings, f32 *dtime);
-
void showOverlayMessage(const char *msg, float dtime, int percent,
bool draw_clouds = true);
@@ -1056,14 +1063,14 @@ void Game::run()
RunStats stats = { 0 };
CameraOrientation cam_view_target = { 0 };
CameraOrientation cam_view = { 0 };
- FpsControl draw_times = { 0 };
+ FpsControl draw_times;
f32 dtime; // in seconds
/* Clear the profiler */
Profiler::GraphValues dummyvalues;
g_profiler->graphGet(dummyvalues);
- draw_times.last_time = m_rendering_engine->get_timer_time();
+ draw_times.reset();
set_light_table(g_settings->getFloat("display_gamma"));
@@ -1095,7 +1102,7 @@ void Game::run()
// Calculate dtime =
// m_rendering_engine->run() from this iteration
// + Sleep time until the wanted FPS are reached
- limitFps(&draw_times, &dtime);
+ draw_times.limit(device, &dtime);
// Prepare render data for next iteration
@@ -1125,7 +1132,7 @@ void Game::run()
step(&dtime);
processClientEvents(&cam_view_target);
updateDebugState();
- updateCamera(draw_times.busy_time, dtime);
+ updateCamera(dtime);
updateSound(dtime);
processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
m_game_ui->m_flags.show_basic_debug);
@@ -1495,15 +1502,15 @@ bool Game::connectToServer(const GameStartData &start_data,
try {
input->clear();
- FpsControl fps_control = { 0 };
+ FpsControl fps_control;
f32 dtime;
f32 wait_time = 0; // in seconds
- fps_control.last_time = m_rendering_engine->get_timer_time();
+ fps_control.reset();
while (m_rendering_engine->run()) {
- limitFps(&fps_control, &dtime);
+ fps_control.limit(device, &dtime);
// Update client and server
client->step(dtime);
@@ -1570,14 +1577,14 @@ bool Game::getServerContent(bool *aborted)
{
input->clear();
- FpsControl fps_control = { 0 };
+ FpsControl fps_control;
f32 dtime; // in seconds
- fps_control.last_time = m_rendering_engine->get_timer_time();
+ fps_control.reset();
while (m_rendering_engine->run()) {
- limitFps(&fps_control, &dtime);
+ fps_control.limit(device, &dtime);
// Update client and server
client->step(dtime);
@@ -1774,10 +1781,10 @@ void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
}
// Update update graphs
- g_profiler->graphAdd("Time non-rendering [ms]",
+ g_profiler->graphAdd("Time non-rendering [us]",
draw_times.busy_time - stats.drawtime);
- g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time);
+ g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time);
g_profiler->graphAdd("FPS", 1.0f / dtime);
}
@@ -1810,9 +1817,9 @@ void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
/* Busytime average and jitter calculation
*/
jp = &stats->busy_time_jitter;
- jp->avg = jp->avg + draw_times.busy_time * 0.02;
+ jp->avg = jp->avg + draw_times.getBusyMs() * 0.02;
- jitter = draw_times.busy_time - jp->avg;
+ jitter = draw_times.getBusyMs() - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
@@ -2932,7 +2939,7 @@ void Game::updateChat(f32 dtime)
m_game_ui->updateChatSize();
}
-void Game::updateCamera(u32 busy_time, f32 dtime)
+void Game::updateCamera(f32 dtime)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
@@ -2971,7 +2978,7 @@ void Game::updateCamera(u32 busy_time, f32 dtime)
float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
- camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
+ camera->update(player, dtime, tool_reload_ratio);
camera->step(dtime);
v3f camera_position = camera->getPosition();
@@ -3848,6 +3855,24 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
}
/*
+ Damage camera tilt
+ */
+ if (player->hurt_tilt_timer > 0.0f) {
+ player->hurt_tilt_timer -= dtime * 6.0f;
+
+ if (player->hurt_tilt_timer < 0.0f)
+ player->hurt_tilt_strength = 0.0f;
+ }
+
+ /*
+ Update minimap pos and rotation
+ */
+ if (mapper && m_game_ui->m_flags.show_hud) {
+ mapper->setPos(floatToInt(player->getPosition(), BS));
+ mapper->setAngle(player->getYaw());
+ }
+
+ /*
Get chat messages from client
*/
@@ -3920,11 +3945,11 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
} while (false);
/*
- Drawing begins
+ ==================== Drawing begins ====================
*/
- const video::SColor &skycolor = sky->getSkyColor();
+ const video::SColor skycolor = sky->getSkyColor();
- TimeTaker tt_draw("Draw scene");
+ TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
driver->beginScene(true, true, skycolor);
bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
@@ -3963,25 +3988,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
}
/*
- Damage camera tilt
- */
- if (player->hurt_tilt_timer > 0.0f) {
- player->hurt_tilt_timer -= dtime * 6.0f;
-
- if (player->hurt_tilt_timer < 0.0f)
- player->hurt_tilt_strength = 0.0f;
- }
-
- /*
- Update minimap pos and rotation
- */
- if (mapper && m_game_ui->m_flags.show_hud) {
- mapper->setPos(floatToInt(player->getPosition(), BS));
- mapper->setAngle(player->getYaw());
- }
-
- /*
- End scene
+ ==================== End scene ====================
*/
if (++m_reset_HW_buffer_counter > 500) {
/*
@@ -4004,11 +4011,12 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
driver->removeAllHardwareBuffers();
m_reset_HW_buffer_counter = 0;
}
+
driver->endScene();
stats->drawtime = tt_draw.stop(true);
- g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime);
- g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true));
+ g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
+ g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
}
/* Log times and stuff for visualization */
@@ -4052,47 +4060,46 @@ void Game::updateShadows()
Misc
****************************************************************************/
-/* On some computers framerate doesn't seem to be automatically limited
- */
-inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
+void FpsControl::reset()
{
- // not using getRealTime is necessary for wine
- device->getTimer()->tick(); // Maker sure device time is up-to-date
- u32 time = device->getTimer()->getTime();
- u32 last_time = fps_timings->last_time;
-
- if (time > last_time) // Make sure time hasn't overflowed
- fps_timings->busy_time = time - last_time;
- else
- fps_timings->busy_time = 0;
+ last_time = porting::getTimeUs();
+}
- u32 frametime_min = 1000 / (
+/*
+ * On some computers framerate doesn't seem to be automatically limited
+ */
+void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
+{
+ const u64 frametime_min = 1000000.0f / (
device->isWindowFocused() && !g_menumgr.pausesGame()
? g_settings->getFloat("fps_max")
: g_settings->getFloat("fps_max_unfocused"));
- if (fps_timings->busy_time < frametime_min) {
- fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
- device->sleep(fps_timings->sleep_time);
+ u64 time = porting::getTimeUs();
+
+ if (time > last_time) // Make sure time hasn't overflowed
+ busy_time = time - last_time;
+ else
+ busy_time = 0;
+
+ if (busy_time < frametime_min) {
+ sleep_time = frametime_min - busy_time;
+ if (sleep_time > 1000)
+ sleep_ms(sleep_time / 1000);
} else {
- fps_timings->sleep_time = 0;
+ sleep_time = 0;
}
- /* Get the new value of the device timer. Note that device->sleep() may
- * not sleep for the entire requested time as sleep may be interrupted and
- * therefore it is arguably more accurate to get the new time from the
- * device rather than calculating it by adding sleep_time to time.
- */
-
- device->getTimer()->tick(); // Update device timer
- time = device->getTimer()->getTime();
+ // Read the timer again to accurately determine how long we actually slept,
+ // rather than calculating it by adding sleep_time to time.
+ time = porting::getTimeUs();
- if (time > last_time) // Make sure last_time hasn't overflowed
- *dtime = (time - last_time) / 1000.0;
+ if (time > last_time) // Make sure last_time hasn't overflowed
+ *dtime = (time - last_time) / 1000000.0f;
else
*dtime = 0;
- fps_timings->last_time = time;
+ last_time = time;
}
void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
diff --git a/src/client/game.h b/src/client/game.h
index fbbf106db..d87e747c5 100644
--- a/src/client/game.h
+++ b/src/client/game.h
@@ -33,7 +33,7 @@ struct Jitter {
};
struct RunStats {
- u32 drawtime;
+ u64 drawtime; // (us)
Jitter dtime_jitter, busy_time_jitter;
};
diff --git a/src/client/gameui.cpp b/src/client/gameui.cpp
index ecb8e0ec4..bae5241b1 100644
--- a/src/client/gameui.cpp
+++ b/src/client/gameui.cpp
@@ -104,16 +104,16 @@ void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_
// Minimal debug text must only contain info that can't give a gameplay advantage
if (m_flags.show_minimal_debug) {
- static float drawtime_avg = 0;
- drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
- u16 fps = 1.0 / stats.dtime_jitter.avg;
+ const u16 fps = 1.0 / stats.dtime_jitter.avg;
+ m_drawtime_avg *= 0.95f;
+ m_drawtime_avg += 0.05f * (stats.drawtime / 1000);
std::ostringstream os(std::ios_base::binary);
os << std::fixed
<< PROJECT_NAME_C " " << g_version_hash
<< " | FPS: " << fps
<< std::setprecision(0)
- << " | drawtime: " << drawtime_avg << "ms"
+ << " | drawtime: " << m_drawtime_avg << "ms"
<< std::setprecision(1)
<< " | dtime jitter: "
<< (stats.dtime_jitter.max_fraction * 100.0) << "%"
diff --git a/src/client/gameui.h b/src/client/gameui.h
index 3f31f1b57..cc9377bdc 100644
--- a/src/client/gameui.h
+++ b/src/client/gameui.h
@@ -110,6 +110,8 @@ public:
private:
Flags m_flags;
+ float m_drawtime_avg = 0;
+
gui::IGUIStaticText *m_guitext = nullptr; // First line of debug text
gui::IGUIStaticText *m_guitext2 = nullptr; // Second line of debug text
diff --git a/src/gui/profilergraph.cpp b/src/gui/profilergraph.cpp
index b29285e2f..f71ef3799 100644
--- a/src/gui/profilergraph.cpp
+++ b/src/gui/profilergraph.cpp
@@ -94,20 +94,29 @@ void ProfilerGraph::draw(s32 x_left, s32 y_bottom, video::IVideoDriver *driver,
show_min = 0;
}
- s32 texth = 15;
+ const s32 texth = 15;
char buf[10];
- porting::mt_snprintf(buf, sizeof(buf), "%.3g", show_max);
+ if (floorf(show_max) == show_max)
+ porting::mt_snprintf(buf, sizeof(buf), "%.5g", show_max);
+ else
+ porting::mt_snprintf(buf, sizeof(buf), "%.3g", show_max);
font->draw(utf8_to_wide(buf).c_str(),
core::rect<s32>(textx, y - graphh, textx2,
y - graphh + texth),
meta.color);
- porting::mt_snprintf(buf, sizeof(buf), "%.3g", show_min);
+
+ if (floorf(show_min) == show_min)
+ porting::mt_snprintf(buf, sizeof(buf), "%.5g", show_min);
+ else
+ porting::mt_snprintf(buf, sizeof(buf), "%.3g", show_min);
font->draw(utf8_to_wide(buf).c_str(),
core::rect<s32>(textx, y - texth, textx2, y), meta.color);
+
font->draw(utf8_to_wide(id).c_str(),
core::rect<s32>(textx, y - graphh / 2 - texth / 2, textx2,
y - graphh / 2 + texth / 2),
meta.color);
+
s32 graph1y = y;
s32 graph1h = graphh;
bool relativegraph = (show_min != 0 && show_min != show_max);