Move frame delaying functions from Main to OS.

Will allow specific platforms to override it and avoid blocking on the
main/GUI thread.

(cherry picked from commit 1b6e3458b2)
This commit is contained in:
Fabio Alessandrelli
2020-06-29 20:46:21 +02:00
parent 3247ac4b0e
commit dc8b7b3b17
4 changed files with 40 additions and 34 deletions

View File

@ -41,6 +41,7 @@
#include <stdarg.h>
OS *OS::singleton = NULL;
uint64_t OS::target_ticks = 0;
OS *OS::get_singleton() {
@ -767,6 +768,41 @@ void OS::close_midi_inputs() {
}
}
void OS::add_frame_delay(bool p_can_draw) {
const uint32_t frame_delay = Engine::get_singleton()->get_frame_delay();
if (frame_delay) {
// Add fixed frame delay to decrease CPU/GPU usage. This doesn't take
// the actual frame time into account.
// Due to the high fluctuation of the actual sleep duration, it's not recommended
// to use this as a FPS limiter.
delay_usec(frame_delay * 1000);
}
// Add a dynamic frame delay to decrease CPU/GPU usage. This takes the
// previous frame time into account for a smoother result.
uint64_t dynamic_delay = 0;
if (is_in_low_processor_usage_mode() || !p_can_draw) {
dynamic_delay = get_low_processor_usage_mode_sleep_usec();
}
const int target_fps = Engine::get_singleton()->get_target_fps();
if (target_fps > 0 && !Engine::get_singleton()->is_editor_hint()) {
// Override the low processor usage mode sleep delay if the target FPS is lower.
dynamic_delay = MAX(dynamic_delay, (uint64_t)(1000000 / target_fps));
}
if (dynamic_delay > 0) {
target_ticks += dynamic_delay;
uint64_t current_ticks = get_ticks_usec();
if (current_ticks < target_ticks) {
delay_usec(target_ticks - current_ticks);
}
current_ticks = get_ticks_usec();
target_ticks = MIN(MAX(target_ticks, current_ticks - dynamic_delay), current_ticks + dynamic_delay);
}
}
OS::OS() {
void *volatile stack_bottom;

View File

@ -46,6 +46,7 @@ class Mutex;
class OS {
static OS *singleton;
static uint64_t target_ticks;
String _execpath;
List<String> _cmdline;
bool _keep_screen_on;
@ -345,6 +346,8 @@ public:
virtual uint64_t get_system_time_msecs() const;
virtual void delay_usec(uint32_t p_usec) const = 0;
virtual void add_frame_delay(bool p_can_draw);
virtual uint64_t get_ticks_usec() const = 0;
uint32_t get_ticks_msec() const;
uint64_t get_splash_tick_msec() const;