Work on timming functions...
It seems Sleep() behaves weird on my computer, disabled by default returning to the busy wait loop... also re-implemented DrawFPS() to avoid frame blitting...
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3 changed files with 58 additions and 38 deletions
61
src/core.c
61
src/core.c
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@ -88,6 +88,8 @@
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#if defined __linux || defined(PLATFORM_WEB)
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#include <sys/time.h> // Required for: timespec, nanosleep(), select() - POSIX
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#elif defined __APPLE__
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#include <unistd.h> // Required for: usleep()
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#endif
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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@ -287,7 +289,7 @@ static void InitGraphicsDevice(int width, int height); // Initialize graphics d
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static void SetupFramebufferSize(int displayWidth, int displayHeight);
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static void InitTimer(void); // Initialize timer
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static double GetTime(void); // Returns time since InitTimer() was run
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static void Wait(int ms); // Wait for some milliseconds (stop program execution)
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static void Wait(float ms); // Wait for some milliseconds (stop program execution)
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static bool GetKeyStatus(int key); // Returns if a key has been pressed
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static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
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static void PollInputEvents(void); // Register user events
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@ -339,7 +341,7 @@ static void *GamepadThread(void *arg); // Mouse reading thread
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#if defined(_WIN32)
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// NOTE: We include Sleep() function signature here to avoid windows.h inclusion
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void __stdcall Sleep(unsigned long msTimeout); // Required for Delay()
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void __stdcall Sleep(unsigned long msTimeout); // Required for Wait()
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#endif
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//----------------------------------------------------------------------------------
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@ -703,19 +705,19 @@ void EndDrawing(void)
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currentTime = GetTime();
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drawTime = currentTime - previousTime;
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previousTime = currentTime;
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frameTime = updateTime + drawTime;
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// Wait for some milliseconds...
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if (frameTime < targetTime)
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{
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Wait((int)((targetTime - frameTime)*1000));
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Wait((targetTime - frameTime)*1000.0f);
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currentTime = GetTime();
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double extraTime = currentTime - previousTime;
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previousTime = currentTime;
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frameTime = updateTime + drawTime + extraTime;
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frameTime += extraTime;
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}
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}
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@ -851,14 +853,14 @@ void SetTargetFPS(int fps)
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// Returns current FPS
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int GetFPS(void)
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{
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return (int)floorf(1.0f/GetFrameTime());
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return (int)(1.0f/GetFrameTime());
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}
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// Returns time in seconds for one frame
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float GetFrameTime(void)
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{
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// NOTE: We round value to milliseconds
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return (roundf(frameTime*1000.0)/1000.0f);
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return (float)frameTime;
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}
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// Converts Color to float array and normalizes
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@ -1688,7 +1690,10 @@ static void InitGraphicsDevice(int width, int height)
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#endif
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glfwMakeContextCurrent(window);
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glfwSwapInterval(0); // Disable VSync by default
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// Try to disable GPU V-Sync by default, set framerate using SetTargetFPS()
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// NOTE: V-Sync can be enabled by graphic driver configuration
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glfwSwapInterval(0);
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#if defined(PLATFORM_DESKTOP)
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// Load OpenGL 3.3 extensions
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@ -1696,9 +1701,8 @@ static void InitGraphicsDevice(int width, int height)
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rlglLoadExtensions(glfwGetProcAddress);
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#endif
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// Enables GPU v-sync, so frames are not limited to screen refresh rate (60Hz -> 60 FPS)
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// If not set, swap interval uses GPU v-sync configuration
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// Framerate can be setup using SetTargetFPS()
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// Try to enable GPU V-Sync, so frames are limited to screen refresh rate (60Hz -> 60 FPS)
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// NOTE: V-Sync can be enabled by graphic driver configuration
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if (configFlags & FLAG_VSYNC_HINT)
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{
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glfwSwapInterval(1);
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@ -2001,27 +2005,30 @@ static double GetTime(void)
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}
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// Wait for some milliseconds (stop program execution)
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static void Wait(int ms)
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static void Wait(float ms)
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{
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#if defined _WIN32
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Sleep(ms);
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#elif defined __linux || defined(PLATFORM_WEB)
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struct timespec req = { 0 };
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time_t sec = (int)(ms/1000);
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ms -= (sec*1000);
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req.tv_sec=sec;
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req.tv_nsec=ms*1000000L;
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// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
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while (nanosleep(&req,&req) == -1) continue;
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//#elif defined __APPLE__
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// TODO:
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#else
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#define SUPPORT_BUSY_WAIT_LOOP
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#if defined(SUPPORT_BUSY_WAIT_LOOP)
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double prevTime = GetTime();
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double nextTime = 0.0;
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// Busy wait loop
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while ((nextTime - prevTime) < (double)ms/1000.0) nextTime = GetTime();
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while ((nextTime - prevTime) < ms/1000.0f) nextTime = GetTime();
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#else
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#if defined _WIN32
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Sleep(ms);
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#elif defined __linux || defined(PLATFORM_WEB)
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struct timespec req = { 0 };
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time_t sec = (int)(ms/1000.0f);
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ms -= (sec*1000);
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req.tv_sec = sec;
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req.tv_nsec = ms*1000000L;
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// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
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while (nanosleep(&req, &req) == -1) continue;
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#elif defined __APPLE__
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usleep(ms*1000.0f);
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#endif
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#endif
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}
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