|
@@ -2109,7 +2109,7 @@ void EndDrawing(void)
|
|
|
// Wait for some milliseconds...
|
|
|
if (CORE.Time.frame < CORE.Time.target)
|
|
|
{
|
|
|
- WaitTime((float)(CORE.Time.target - CORE.Time.frame)*1000.0f);
|
|
|
+ WaitTime(CORE.Time.target - CORE.Time.frame);
|
|
|
|
|
|
CORE.Time.current = GetTime();
|
|
|
double waitTime = CORE.Time.current - CORE.Time.previous;
|
|
@@ -4819,46 +4819,47 @@ static void InitTimer(void)
|
|
|
CORE.Time.previous = GetTime(); // Get time as double
|
|
|
}
|
|
|
|
|
|
-// Wait for some milliseconds (stop program execution)
|
|
|
+// Wait for some time (stop program execution)
|
|
|
// NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could
|
|
|
// take longer than expected... for that reason we use the busy wait loop
|
|
|
// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected
|
|
|
// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32!
|
|
|
-void WaitTime(float ms)
|
|
|
+void WaitTime(double waitSeconds)
|
|
|
{
|
|
|
#if defined(SUPPORT_BUSY_WAIT_LOOP)
|
|
|
double previousTime = GetTime();
|
|
|
double currentTime = 0.0;
|
|
|
|
|
|
// Busy wait loop
|
|
|
- while ((currentTime - previousTime) < ms/1000.0f) currentTime = GetTime();
|
|
|
+ while ((currentTime - previousTime) < waitSeconds) currentTime = GetTime();
|
|
|
#else
|
|
|
#if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
|
|
|
- double destTime = GetTime() + ms/1000.0f;
|
|
|
- double busyWait = ms*0.05; // NOTE: We are using a busy wait of 5% of the time
|
|
|
- ms -= (float)busyWait;
|
|
|
+ double destinationTime = GetTime() + waitSeconds;
|
|
|
+ double sleepSeconds = waitSeconds - waitSeconds*0.05; // NOTE: We reserve a percentage of the time for busy waiting
|
|
|
+ #else
|
|
|
+ double sleepSeconds = waitSeconds;
|
|
|
#endif
|
|
|
|
|
|
// System halt functions
|
|
|
#if defined(_WIN32)
|
|
|
- Sleep((unsigned int)ms);
|
|
|
+ Sleep((unsigned int)sleepSeconds*1000.0);
|
|
|
#endif
|
|
|
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__EMSCRIPTEN__)
|
|
|
struct timespec req = { 0 };
|
|
|
- time_t sec = (int)(ms/1000.0f);
|
|
|
- ms -= (sec*1000);
|
|
|
+ time_t sec = sleepSeconds;
|
|
|
+ long nsec = (sleepSeconds - sec)*1000000000L;
|
|
|
req.tv_sec = sec;
|
|
|
- req.tv_nsec = ms*1000000L;
|
|
|
+ req.tv_nsec = nsec;
|
|
|
|
|
|
// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
|
|
|
while (nanosleep(&req, &req) == -1) continue;
|
|
|
#endif
|
|
|
#if defined(__APPLE__)
|
|
|
- usleep(ms*1000.0f);
|
|
|
+ usleep(sleepSeconds*1000000.0);
|
|
|
#endif
|
|
|
|
|
|
#if defined(SUPPORT_PARTIALBUSY_WAIT_LOOP)
|
|
|
- while (GetTime() < destTime) { }
|
|
|
+ while (GetTime() < destinationTime) { }
|
|
|
#endif
|
|
|
#endif
|
|
|
}
|
|
@@ -6452,7 +6453,7 @@ static void *EventThread(void *arg)
|
|
|
#endif
|
|
|
}
|
|
|
|
|
|
- WaitTime(5); // Sleep for 5ms to avoid hogging CPU time
|
|
|
+ WaitTime(0.005); // Sleep for 5ms to avoid hogging CPU time
|
|
|
}
|
|
|
|
|
|
close(worker->fd);
|
|
@@ -6540,7 +6541,7 @@ static void *GamepadThread(void *arg)
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
- else WaitTime(1); // Sleep for 1 ms to avoid hogging CPU time
|
|
|
+ else WaitTime(0.001); // Sleep for 1 ms to avoid hogging CPU time
|
|
|
}
|
|
|
}
|
|
|
|