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@@ -30,6 +30,9 @@
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#include "main_timer_sync.h"
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+#include "core/math/math_funcs.h"
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+#include "core/os/os.h"
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+
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void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) {
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if (idle_step < min_idle_step) {
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idle_step = min_idle_step;
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@@ -40,6 +43,244 @@ void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) {
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/////////////////////////////////
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+void MainTimerSync::DeltaSmoother::update_refresh_rate_estimator(int p_delta) {
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+ // the calling code should prevent 0 or negative values of delta
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+ // (preventing divide by zero)
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+
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+ // note that if the estimate gets locked, and something external changes this
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+ // (e.g. user changes to non-vsync in the OS), then the results may be less than ideal,
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+ // but usually it will detect this via the FPS measurement and not attempt smoothing.
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+ // This should be a rare occurrence anyway, and will be cured next time user restarts game.
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+ if (_estimate_locked) {
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+ return;
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+ }
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+
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+ // First average the delta over NUM_READINGS
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+ _estimator_total_delta += p_delta;
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+ _estimator_delta_readings++;
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+
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+ const int NUM_READINGS = 60;
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+
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+ if (_estimator_delta_readings < NUM_READINGS) {
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+ return;
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+ }
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+
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+ // use average
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+ p_delta = _estimator_total_delta / NUM_READINGS;
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+
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+ // reset the averager for next time
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+ _estimator_delta_readings = 0;
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+ _estimator_total_delta = 0;
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+
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+ ///////////////////////////////
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+
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+ int fps = Math::round(1000000.0 / p_delta);
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+
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+ // initial estimation, to speed up converging, special case we will estimate the refresh rate
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+ // from the first average FPS reading
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+ if (_estimated_fps == 0) {
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+ // below 50 might be chugging loading stuff, or else
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+ // dropping loads of frames, so the estimate will be inaccurate
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+ if (fps >= 50) {
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+ _estimated_fps = fps;
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+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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+ print_line("initial guess (average measured) refresh rate: " + itos(fps));
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+#endif
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+ } else {
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+ // can't get started until above 50
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+ return;
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+ }
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+ }
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+
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+ // we hit our exact estimated refresh rate.
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+ // increase our confidence in the estimate.
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+ if (fps == _estimated_fps) {
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+ // note that each hit is an average of NUM_READINGS frames
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+ _hits_at_estimated++;
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+
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+ if (_estimate_complete && _hits_at_estimated == 20) {
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+ _estimate_locked = true;
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+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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+ print_line("estimate LOCKED at " + itos(_estimated_fps) + " fps");
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+#endif
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+ return;
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+ }
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+
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+ // if we are getting pretty confident in this estimate, decide it is complete
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+ // (it can still be increased later, and possibly lowered but only for a short time)
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+ if ((!_estimate_complete) && (_hits_at_estimated > 2)) {
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+ // when the estimate is complete we turn on smoothing
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+ if (_estimated_fps) {
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+ _estimate_complete = true;
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+ _vsync_delta = 1000000 / _estimated_fps;
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+
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+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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+ print_line("estimate complete. vsync_delta " + itos(_vsync_delta) + ", fps " + itos(_estimated_fps));
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+#endif
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+ }
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+ }
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+
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+#ifdef GODOT_DEBUG_DELTA_SMOOTHER
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+ if ((_hits_at_estimated % (400 / NUM_READINGS)) == 0) {
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+ 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) + " )";
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+
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+ print_line(sz);
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+ }
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+#endif
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+
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+ return;
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+ }
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+
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+ const int SIGNIFICANCE_UP = 1;
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+ const int SIGNIFICANCE_DOWN = 2;
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+
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+ // we are not usually interested in slowing the estimate
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+ // but we may have overshot, so make it possible to reduce
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+ if (fps < _estimated_fps) {
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+ // micro changes
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+ if (fps == (_estimated_fps - 1)) {
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+ _hits_one_below_estimated++;
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+
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+ if ((_hits_one_below_estimated > _hits_at_estimated) && (_hits_one_below_estimated > SIGNIFICANCE_DOWN)) {
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+ _estimated_fps--;
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+ made_new_estimate();
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+ }
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+
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+ return;
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+ } else {
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+ _hits_below_estimated++;
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+
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+ // don't allow large lowering if we are established at a refresh rate, as it will probably be dropped frames
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+ bool established = _estimate_complete && (_hits_at_estimated > 10);
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+
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+ // macro changes
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+ // note there is a large barrier to macro lowering. That is because it is more likely to be dropped frames
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+ // than mis-estimation of the refresh rate.
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+ if (!established) {
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+ if (((_hits_below_estimated / 8) > _hits_at_estimated) && (_hits_below_estimated > SIGNIFICANCE_DOWN)) {
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+ // decrease the estimate
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+ _estimated_fps--;
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+ made_new_estimate();
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+ }
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+ }
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+
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+ return;
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+ }
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+ }
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+
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+ // Changes increasing the estimate.
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+ // micro changes
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+ if (fps == (_estimated_fps + 1)) {
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+ _hits_one_above_estimated++;
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+
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+ if ((_hits_one_above_estimated > _hits_at_estimated) && (_hits_one_above_estimated > SIGNIFICANCE_UP)) {
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+ _estimated_fps++;
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+ made_new_estimate();
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+ }
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+ return;
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+ } else {
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+ _hits_above_estimated++;
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+
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+ // macro changes
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+ if ((_hits_above_estimated > _hits_at_estimated) && (_hits_above_estimated > SIGNIFICANCE_UP)) {
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+ // increase the estimate
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+ int change = fps - _estimated_fps;
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+ change /= 2;
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+ change = MAX(1, change);
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+
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+ _estimated_fps += change;
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+ made_new_estimate();
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+ }
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+ return;
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+ }
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+}
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+
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+bool MainTimerSync::DeltaSmoother::fps_allows_smoothing(int p_delta) {
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+ _measurement_time += p_delta;
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+ _measurement_frame_count++;
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+
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+ if (_measurement_frame_count == _measurement_end_frame) {
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+ // only switch on or off if the estimate is complete
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+ if (_estimate_complete) {
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+ int64_t time_passed = _measurement_time - _measurement_start_time;
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+
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+ // average delta
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+ time_passed /= MEASURE_FPS_OVER_NUM_FRAMES;
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+
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+ // estimate fps
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+ if (time_passed) {
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+ float fps = 1000000.0f / time_passed;
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+ float ratio = fps / (float)_estimated_fps;
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+
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+ //print_line("ratio : " + String(Variant(ratio)));
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+
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+ if ((ratio > 0.95) && (ratio < 1.05)) {
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+ _measurement_allows_smoothing = true;
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+ } else {
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+ _measurement_allows_smoothing = false;
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+ }
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+ }
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+ } // estimate complete
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+
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+ // new start time for next iteration
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+ _measurement_start_time = _measurement_time;
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+ _measurement_end_frame += MEASURE_FPS_OVER_NUM_FRAMES;
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+ }
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+
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+ return _measurement_allows_smoothing;
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+}
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+
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+int MainTimerSync::DeltaSmoother::smooth_delta(int p_delta) {
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+ // Conditions to disable smoothing.
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+ // Note that vsync is a request, it cannot be relied on, the OS may override this.
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+ // If the OS turns vsync on without vsync in the app, smoothing will not be enabled.
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+ // If the OS turns vsync off with sync enabled in the app, the smoothing must detect this
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+ // via the error metric and switch off.
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+ if (!OS::get_singleton()->is_delta_smoothing_enabled() || !OS::get_singleton()->is_vsync_enabled() || Engine::get_singleton()->is_editor_hint()) {
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+ return p_delta;
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+ }
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+
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+ // keep a running guesstimate of the FPS, and turn off smoothing if
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+ // conditions not close to the estimated FPS
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+ if (!fps_allows_smoothing(p_delta)) {
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+ return p_delta;
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+ }
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+
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+ // we can't cope with negative deltas .. OS bug on some hardware
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+ // and also very small deltas caused by vsync being off.
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+ // This could possibly be part of a hiccup, this value isn't fixed in stone...
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+ if (p_delta < 1000) {
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+ return p_delta;
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+ }
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+
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+ // note still some vsync off will still get through to this point...
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+ // and we need to cope with it by not converging the estimator / and / or not smoothing
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+ update_refresh_rate_estimator(p_delta);
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+
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+ // no smoothing until we know what the refresh rate is
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+ if (!_estimate_complete) {
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+ return p_delta;
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+ }
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+
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+ // accumulate the time we have available to use
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+ _leftover_time += p_delta;
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+
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+ // how many vsyncs units can we fit?
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+ int units = _leftover_time / _vsync_delta;
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+
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+ // a delta must include minimum 1 vsync
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+ // (if it is less than that, it is either random error or we are no longer running at the vsync rate,
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+ // in which case we should switch off delta smoothing, or re-estimate the refresh rate)
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+ units = MAX(units, 1);
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+
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+ _leftover_time -= units * _vsync_delta;
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+ // print_line("units " + itos(units) + ", leftover " + itos(_leftover_time/1000) + " ms");
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+
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+ return units * _vsync_delta;
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+}
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+
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+/////////////////////////////////////
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+
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// returns the fraction of p_frame_slice required for the timer to overshoot
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// before advance_core considers changing the physics_steps return from
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// the typical values as defined by typical_physics_steps
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@@ -195,6 +436,8 @@ float MainTimerSync::get_cpu_idle_step() {
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uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
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last_cpu_ticks_usec = current_cpu_ticks_usec;
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+ cpu_ticks_elapsed = _delta_smoother.smooth_delta(cpu_ticks_elapsed);
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+
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return cpu_ticks_elapsed / 1000000.0;
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}
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