- remove old vid_maxfps implementations as they were garbage anyway and the new one works on all the platforms
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14 changed files with 44 additions and 281 deletions
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@ -52,6 +52,9 @@
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/data/flatvertices.h"
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#include <chrono>
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#include <thread>
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CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE);
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CVAR(Bool, vid_fps, false, 0)
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@ -60,6 +63,9 @@ CVAR(Int, vid_showpalette, 0, 0)
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EXTERN_CVAR(Bool, ticker)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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EXTERN_CVAR(Bool, vid_vsync)
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EXTERN_CVAR(Int, vid_maxfps)
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EXTERN_CVAR(Bool, cl_capfps)
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EXTERN_CVAR(Int, screenblocks)
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//==========================================================================
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@ -415,3 +421,37 @@ void DFrameBuffer::ScaleCoordsFromWindow(int16_t &x, int16_t &y)
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x = int16_t((x - letterboxX) * Width / letterboxWidth);
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y = int16_t((y - letterboxY) * Height / letterboxHeight);
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}
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void DFrameBuffer::FPSLimit()
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{
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using namespace std::chrono;
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using namespace std::this_thread;
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if (vid_maxfps <= 0 || vid_vsync || cl_capfps)
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return;
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uint64_t targetWakeTime = fpsLimitTime + 1'000'000 / vid_maxfps;
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while (true)
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{
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fpsLimitTime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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int64_t timeToWait = targetWakeTime - fpsLimitTime;
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if (timeToWait > 1'000'000 || timeToWait <= 0)
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{
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break;
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}
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if (timeToWait <= 2'000)
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{
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// We are too close to the deadline. OS sleep is not precise enough to wake us before it elapses.
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// Yield execution and check time again.
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sleep_for(nanoseconds(0));
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}
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else
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{
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// Sleep, but try to wake before deadline.
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sleep_for(microseconds(timeToWait - 2'000));
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}
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}
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}
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