mirror of
https://github.com/Mauler125/r5sdk.git
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114 lines
3.5 KiB
C++
114 lines
3.5 KiB
C++
//===========================================================================//
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//
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// Purpose: High-precision render-thread based frame rate limiter
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//
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//===========================================================================//
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#include <dwmapi.h>
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#include "tier0/platform_internal.h"
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#include "windows/id3dx.h"
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#include "sys_mainwind.h"
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#include "framelimit.h"
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//-----------------------------------------------------------------------------
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// Purpose: constructor
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//-----------------------------------------------------------------------------
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CFrameLimit::CFrameLimit(void)
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{
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m_MilliSeconds = 0.0;
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m_FramesPerSecond = 0.0;
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//effective_ms = 0.0;
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//m_Last.QuadPart = 0;
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m_Next.QuadPart = 0;
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m_Time.QuadPart = 0;
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m_Frames = 0;
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m_bRestart = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: initializer
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// Input : targetFps -
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//-----------------------------------------------------------------------------
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void CFrameLimit::Reset(double targetFps)
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{
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m_MilliSeconds = 1000.0 / targetFps;
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m_FramesPerSecond = targetFps;
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QueryPerformanceCounter(&m_Start);
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m_Next.QuadPart = 0ULL;
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m_Time.QuadPart = 0ULL;
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//m_Last.QuadPart = m_Start.QuadPart - (LONGLONG)((m_MilliSeconds / 1000.0) * g_pPerformanceFrequency->QuadPart);
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m_Next.QuadPart = m_Start.QuadPart + (LONGLONG)((m_MilliSeconds / 1000.0) * g_pPerformanceFrequency->QuadPart);
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m_Frames = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: runs the frame limiter logic
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//-----------------------------------------------------------------------------
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void CFrameLimit::Run(void)
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{
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float targetFps = fps_max_rt->GetFloat();
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if (targetFps == 0.0f)
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return;
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const float globalFps = fps_max->GetFloat();
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// Make sure the global fps limiter is 'unlimited'
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// before we let the rt frame limiter cap it to
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// the desktop's refresh rate; not adhering to
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// this will result in a major performance drop.
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if (globalFps == 0.0f && targetFps == -1)
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targetFps = g_pGame->GetTVRefreshRate();
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if (m_FramesPerSecond != targetFps)
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Reset(targetFps);
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if (targetFps == 0)
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return;
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m_Frames++;
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QueryPerformanceCounter(&m_Time);
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// Actual frametime before we forced a delay
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//m_EffectiveMilliSeconds = 1000.0 * ((double)(m_Time.QuadPart - m_Last.QuadPart) / (double)g_pPerformanceFrequency->QuadPart);
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if ((double)(m_Time.QuadPart - m_Next.QuadPart) / (double)g_pPerformanceFrequency->QuadPart / (m_MilliSeconds / 1000.0) > (fps_max_rt_tolerance->GetFloat() * m_FramesPerSecond))
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{
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DevMsg(eDLL_T::ENGINE, "%s: Frame time too long (expected: %3.01fx); restarting...\n",
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__FUNCTION__, (double)(m_Time.QuadPart - m_Next.QuadPart) / (double)g_pPerformanceFrequency->QuadPart / (m_MilliSeconds / 1000.0) / m_FramesPerSecond );
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m_bRestart = true;
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}
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if (m_bRestart)
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{
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m_Frames = 0;
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m_Start.QuadPart = m_Time.QuadPart + (LONGLONG)((m_MilliSeconds / 1000.0) * (double)g_pPerformanceFrequency->QuadPart);
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m_bRestart = false;
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//Reset (targetFps);
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//return;
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}
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m_Next.QuadPart = (LONGLONG)((m_Start.QuadPart + (double)m_Frames * (m_MilliSeconds / 1000.0) * (double)g_pPerformanceFrequency->QuadPart));
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if (m_Next.QuadPart > 0ULL)
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{
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while (m_Time.QuadPart < m_Next.QuadPart)
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{
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if ((double)(m_Next.QuadPart - m_Time.QuadPart) > (fps_max_rt_sleep_threshold->GetFloat() * (double)g_pPerformanceFrequency->QuadPart))
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{
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Sleep(10);
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}
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QueryPerformanceCounter(&m_Time);
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}
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}
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//m_Last.QuadPart = m_Time.QuadPart;
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}
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CFrameLimit g_FrameLimiter;
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