-New inspector.

-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)

-
This commit is contained in:
Juan Linietsky 2018-05-15 17:12:35 -03:00
parent 3b8bd50b41
commit 005b69cf6e
39 changed files with 5975 additions and 337 deletions

View file

@ -82,6 +82,8 @@
#include "version.h"
#include "version_hash.gen.h"
#include "main/timer_sync.h"
static ProjectSettings *globals = NULL;
static Engine *engine = NULL;
static InputMap *input_map = NULL;
@ -1221,227 +1223,8 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
}
// everything the main loop needs to know about frame timings
struct _FrameTime {
float animation_step; // time to advance animations for (argument to process())
int physics_steps; // number of times to iterate the physics engine
void clamp_animation(float min_animation_step, float max_animation_step) {
if (animation_step < min_animation_step) {
animation_step = min_animation_step;
} else if (animation_step > max_animation_step) {
animation_step = max_animation_step;
}
}
};
class _TimerSync {
// wall clock time measured on the main thread
uint64_t last_cpu_ticks_usec;
uint64_t current_cpu_ticks_usec;
// logical game time since last physics timestep
float time_accum;
// current difference between wall clock time and reported sum of animation_steps
float time_deficit;
// number of frames back for keeping accumulated physics steps roughly constant.
// value of 12 chosen because that is what is required to make 144 Hz monitors
// behave well with 60 Hz physics updates. The only worse commonly available refresh
// would be 85, requiring CONTROL_STEPS = 17.
static const int CONTROL_STEPS = 12;
// sum of physics steps done over the last (i+1) frames
int accumulated_physics_steps[CONTROL_STEPS];
// typical value for accumulated_physics_steps[i] is either this or this plus one
int typical_physics_steps[CONTROL_STEPS];
protected:
// returns the fraction of p_frame_slice required for the timer to overshoot
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
float get_physics_jitter_fix() {
return Engine::get_singleton()->get_physics_jitter_fix();
}
// gets our best bet for the average number of physics steps per render frame
// return value: number of frames back this data is consistent
int get_average_physics_steps(float &p_min, float &p_max) {
p_min = typical_physics_steps[0];
p_max = p_min + 1;
for (int i = 1; i < CONTROL_STEPS; ++i) {
const float typical_lower = typical_physics_steps[i];
const float current_min = typical_lower / (i + 1);
if (current_min > p_max)
return i; // bail out of further restrictions would void the interval
else if (current_min > p_min)
p_min = current_min;
const float current_max = (typical_lower + 1) / (i + 1);
if (current_max < p_min)
return i;
else if (current_max < p_max)
p_max = current_max;
}
return CONTROL_STEPS;
}
// advance physics clock by p_animation_step, return appropriate number of steps to simulate
_FrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_animation_step) {
_FrameTime ret;
ret.animation_step = p_animation_step;
// simple determination of number of physics iteration
time_accum += ret.animation_step;
ret.physics_steps = floor(time_accum * p_iterations_per_second);
int min_typical_steps = typical_physics_steps[0];
int max_typical_steps = min_typical_steps + 1;
// given the past recorded steps and typcial steps to match, calculate bounds for this
// step to be typical
bool update_typical = false;
for (int i = 0; i < CONTROL_STEPS - 1; ++i) {
int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i];
if (steps_left_to_match_typical > max_typical_steps ||
steps_left_to_match_typical + 1 < min_typical_steps) {
update_typical = true;
break;
}
if (steps_left_to_match_typical > min_typical_steps)
min_typical_steps = steps_left_to_match_typical;
if (steps_left_to_match_typical + 1 < max_typical_steps)
max_typical_steps = steps_left_to_match_typical + 1;
}
// try to keep it consistent with previous iterations
if (ret.physics_steps < min_typical_steps) {
const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix());
if (max_possible_steps < min_typical_steps) {
ret.physics_steps = max_possible_steps;
update_typical = true;
} else {
ret.physics_steps = min_typical_steps;
}
} else if (ret.physics_steps > max_typical_steps) {
const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix());
if (min_possible_steps > max_typical_steps) {
ret.physics_steps = min_possible_steps;
update_typical = true;
} else {
ret.physics_steps = max_typical_steps;
}
}
time_accum -= ret.physics_steps * p_frame_slice;
// keep track of accumulated step counts
for (int i = CONTROL_STEPS - 2; i >= 0; --i) {
accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps;
}
accumulated_physics_steps[0] = ret.physics_steps;
if (update_typical) {
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
if (typical_physics_steps[i] > accumulated_physics_steps[i]) {
typical_physics_steps[i] = accumulated_physics_steps[i];
} else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) {
typical_physics_steps[i] = accumulated_physics_steps[i] - 1;
}
}
}
return ret;
}
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
_FrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_animation_step) {
if (fixed_fps != -1)
p_animation_step = 1.0 / fixed_fps;
// compensate for last deficit
p_animation_step += time_deficit;
_FrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_animation_step);
// we will do some clamping on ret.animation_step and need to sync those changes to time_accum,
// that's easiest if we just remember their fixed difference now
const double animation_minus_accum = ret.animation_step - time_accum;
// first, least important clamping: keep ret.animation_step consistent with typical_physics_steps.
// this smoothes out the animation steps and culls small but quick variations.
{
float min_average_physics_steps, max_average_physics_steps;
int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps);
if (consistent_steps > 3) {
ret.clamp_animation(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice);
}
}
// second clamping: keep abs(time_deficit) < jitter_fix * frame_slise
float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice;
ret.clamp_animation(p_animation_step - max_clock_deviation, p_animation_step + max_clock_deviation);
// last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and animation
ret.clamp_animation(animation_minus_accum, animation_minus_accum + p_frame_slice);
// restore time_accum
time_accum = ret.animation_step - animation_minus_accum;
// track deficit
time_deficit = p_animation_step - ret.animation_step;
return ret;
}
// determine wall clock step since last iteration
float get_cpu_animation_step() {
uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
last_cpu_ticks_usec = current_cpu_ticks_usec;
return cpu_ticks_elapsed / 1000000.0;
}
public:
explicit _TimerSync() :
last_cpu_ticks_usec(0),
current_cpu_ticks_usec(0),
time_accum(0),
time_deficit(0) {
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
typical_physics_steps[i] = i;
accumulated_physics_steps[i] = i;
}
}
// start the clock
void init(uint64_t p_cpu_ticks_usec) {
current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec;
}
// set measured wall clock time
void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) {
current_cpu_ticks_usec = p_cpu_ticks_usec;
}
// advance one frame, return timesteps to take
_FrameTime advance(float p_frame_slice, int p_iterations_per_second) {
float cpu_animation_step = get_cpu_animation_step();
return advance_checked(p_frame_slice, p_iterations_per_second, cpu_animation_step);
}
void before_start_render() {
VisualServer::get_singleton()->sync();
}
};
static _TimerSync _timer_sync;
static MainTimerSync main_timer_sync;
bool Main::start() {
@ -1457,7 +1240,7 @@ bool Main::start() {
String _export_preset;
bool export_debug = false;
_timer_sync.init(OS::get_singleton()->get_ticks_usec());
main_timer_sync.init(OS::get_singleton()->get_ticks_usec());
List<String> args = OS::get_singleton()->get_cmdline_args();
for (int i = 0; i < args.size(); i++) {
@ -1958,15 +1741,16 @@ bool Main::iteration() {
uint64_t ticks = OS::get_singleton()->get_ticks_usec();
Engine::get_singleton()->_frame_ticks = ticks;
_timer_sync.set_cpu_ticks_usec(ticks);
main_timer_sync.set_cpu_ticks_usec(ticks);
main_timer_sync.set_fixed_fps(fixed_fps);
uint64_t ticks_elapsed = ticks - last_ticks;
int physics_fps = Engine::get_singleton()->get_iterations_per_second();
float frame_slice = 1.0 / physics_fps;
_FrameTime advance = _timer_sync.advance(frame_slice, physics_fps);
double step = advance.animation_step;
MainFrameTime advance = main_timer_sync.advance(frame_slice, physics_fps);
double step = advance.idle_step;
Engine::get_singleton()->_frame_step = step;
@ -2030,7 +1814,7 @@ bool Main::iteration() {
OS::get_singleton()->get_main_loop()->idle(step * time_scale);
message_queue->flush();
_timer_sync.before_start_render(); //sync if still drawing from previous frames.
VisualServer::get_singleton()->sync(); //sync if still drawing from previous frames.
if (OS::get_singleton()->can_draw() && !disable_render_loop) {

193
main/timer_sync.cpp Normal file
View file

@ -0,0 +1,193 @@
#include "timer_sync.h"
void MainFrameTime::clamp_idle(float min_idle_step, float max_idle_step) {
if (idle_step < min_idle_step) {
idle_step = min_idle_step;
} else if (idle_step > max_idle_step) {
idle_step = max_idle_step;
}
}
/////////////////////////////////
// returns the fraction of p_frame_slice required for the timer to overshoot
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
float MainTimerSync::get_physics_jitter_fix() {
return Engine::get_singleton()->get_physics_jitter_fix();
}
// gets our best bet for the average number of physics steps per render frame
// return value: number of frames back this data is consistent
int MainTimerSync::get_average_physics_steps(float &p_min, float &p_max) {
p_min = typical_physics_steps[0];
p_max = p_min + 1;
for (int i = 1; i < CONTROL_STEPS; ++i) {
const float typical_lower = typical_physics_steps[i];
const float current_min = typical_lower / (i + 1);
if (current_min > p_max)
return i; // bail out of further restrictions would void the interval
else if (current_min > p_min)
p_min = current_min;
const float current_max = (typical_lower + 1) / (i + 1);
if (current_max < p_min)
return i;
else if (current_max < p_max)
p_max = current_max;
}
return CONTROL_STEPS;
}
// advance physics clock by p_idle_step, return appropriate number of steps to simulate
MainFrameTime MainTimerSync::advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step) {
MainFrameTime ret;
ret.idle_step = p_idle_step;
// simple determination of number of physics iteration
time_accum += ret.idle_step;
ret.physics_steps = floor(time_accum * p_iterations_per_second);
int min_typical_steps = typical_physics_steps[0];
int max_typical_steps = min_typical_steps + 1;
// given the past recorded steps and typcial steps to match, calculate bounds for this
// step to be typical
bool update_typical = false;
for (int i = 0; i < CONTROL_STEPS - 1; ++i) {
int steps_left_to_match_typical = typical_physics_steps[i + 1] - accumulated_physics_steps[i];
if (steps_left_to_match_typical > max_typical_steps ||
steps_left_to_match_typical + 1 < min_typical_steps) {
update_typical = true;
break;
}
if (steps_left_to_match_typical > min_typical_steps)
min_typical_steps = steps_left_to_match_typical;
if (steps_left_to_match_typical + 1 < max_typical_steps)
max_typical_steps = steps_left_to_match_typical + 1;
}
// try to keep it consistent with previous iterations
if (ret.physics_steps < min_typical_steps) {
const int max_possible_steps = floor((time_accum)*p_iterations_per_second + get_physics_jitter_fix());
if (max_possible_steps < min_typical_steps) {
ret.physics_steps = max_possible_steps;
update_typical = true;
} else {
ret.physics_steps = min_typical_steps;
}
} else if (ret.physics_steps > max_typical_steps) {
const int min_possible_steps = floor((time_accum)*p_iterations_per_second - get_physics_jitter_fix());
if (min_possible_steps > max_typical_steps) {
ret.physics_steps = min_possible_steps;
update_typical = true;
} else {
ret.physics_steps = max_typical_steps;
}
}
time_accum -= ret.physics_steps * p_frame_slice;
// keep track of accumulated step counts
for (int i = CONTROL_STEPS - 2; i >= 0; --i) {
accumulated_physics_steps[i + 1] = accumulated_physics_steps[i] + ret.physics_steps;
}
accumulated_physics_steps[0] = ret.physics_steps;
if (update_typical) {
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
if (typical_physics_steps[i] > accumulated_physics_steps[i]) {
typical_physics_steps[i] = accumulated_physics_steps[i];
} else if (typical_physics_steps[i] < accumulated_physics_steps[i] - 1) {
typical_physics_steps[i] = accumulated_physics_steps[i] - 1;
}
}
}
return ret;
}
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
MainFrameTime MainTimerSync::advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step) {
if (fixed_fps != -1)
p_idle_step = 1.0 / fixed_fps;
// compensate for last deficit
p_idle_step += time_deficit;
MainFrameTime ret = advance_core(p_frame_slice, p_iterations_per_second, p_idle_step);
// we will do some clamping on ret.idle_step and need to sync those changes to time_accum,
// that's easiest if we just remember their fixed difference now
const double idle_minus_accum = ret.idle_step - time_accum;
// first, least important clamping: keep ret.idle_step consistent with typical_physics_steps.
// this smoothes out the idle steps and culls small but quick variations.
{
float min_average_physics_steps, max_average_physics_steps;
int consistent_steps = get_average_physics_steps(min_average_physics_steps, max_average_physics_steps);
if (consistent_steps > 3) {
ret.clamp_idle(min_average_physics_steps * p_frame_slice, max_average_physics_steps * p_frame_slice);
}
}
// second clamping: keep abs(time_deficit) < jitter_fix * frame_slise
float max_clock_deviation = get_physics_jitter_fix() * p_frame_slice;
ret.clamp_idle(p_idle_step - max_clock_deviation, p_idle_step + max_clock_deviation);
// last clamping: make sure time_accum is between 0 and p_frame_slice for consistency between physics and idle
ret.clamp_idle(idle_minus_accum, idle_minus_accum + p_frame_slice);
// restore time_accum
time_accum = ret.idle_step - idle_minus_accum;
// track deficit
time_deficit = p_idle_step - ret.idle_step;
return ret;
}
// determine wall clock step since last iteration
float MainTimerSync::get_cpu_idle_step() {
uint64_t cpu_ticks_elapsed = current_cpu_ticks_usec - last_cpu_ticks_usec;
last_cpu_ticks_usec = current_cpu_ticks_usec;
return cpu_ticks_elapsed / 1000000.0;
}
MainTimerSync::MainTimerSync() :
last_cpu_ticks_usec(0),
current_cpu_ticks_usec(0),
time_accum(0),
time_deficit(0),
fixed_fps(0) {
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
typical_physics_steps[i] = i;
accumulated_physics_steps[i] = i;
}
}
// start the clock
void MainTimerSync::init(uint64_t p_cpu_ticks_usec) {
current_cpu_ticks_usec = last_cpu_ticks_usec = p_cpu_ticks_usec;
}
// set measured wall clock time
void MainTimerSync::set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec) {
current_cpu_ticks_usec = p_cpu_ticks_usec;
}
void MainTimerSync::set_fixed_fps(int p_fixed_fps) {
fixed_fps = p_fixed_fps;
}
// advance one frame, return timesteps to take
MainFrameTime MainTimerSync::advance(float p_frame_slice, int p_iterations_per_second) {
float cpu_idle_step = get_cpu_idle_step();
return advance_checked(p_frame_slice, p_iterations_per_second, cpu_idle_step);
}

71
main/timer_sync.h Normal file
View file

@ -0,0 +1,71 @@
#ifndef TIMER_SYNC_H
#define TIMER_SYNC_H
#include "core/engine.h"
struct MainFrameTime {
float idle_step; // time to advance idles for (argument to process())
int physics_steps; // number of times to iterate the physics engine
void clamp_idle(float min_idle_step, float max_idle_step);
};
class MainTimerSync {
// wall clock time measured on the main thread
uint64_t last_cpu_ticks_usec;
uint64_t current_cpu_ticks_usec;
// logical game time since last physics timestep
float time_accum;
// current difference between wall clock time and reported sum of idle_steps
float time_deficit;
// number of frames back for keeping accumulated physics steps roughly constant.
// value of 12 chosen because that is what is required to make 144 Hz monitors
// behave well with 60 Hz physics updates. The only worse commonly available refresh
// would be 85, requiring CONTROL_STEPS = 17.
static const int CONTROL_STEPS = 12;
// sum of physics steps done over the last (i+1) frames
int accumulated_physics_steps[CONTROL_STEPS];
// typical value for accumulated_physics_steps[i] is either this or this plus one
int typical_physics_steps[CONTROL_STEPS];
int fixed_fps;
protected:
// returns the fraction of p_frame_slice required for the timer to overshoot
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
float get_physics_jitter_fix();
// gets our best bet for the average number of physics steps per render frame
// return value: number of frames back this data is consistent
int get_average_physics_steps(float &p_min, float &p_max);
// advance physics clock by p_idle_step, return appropriate number of steps to simulate
MainFrameTime advance_core(float p_frame_slice, int p_iterations_per_second, float p_idle_step);
// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
MainFrameTime advance_checked(float p_frame_slice, int p_iterations_per_second, float p_idle_step);
// determine wall clock step since last iteration
float get_cpu_idle_step();
public:
MainTimerSync();
// start the clock
void init(uint64_t p_cpu_ticks_usec);
// set measured wall clock time
void set_cpu_ticks_usec(uint64_t p_cpu_ticks_usec);
//set fixed fps
void set_fixed_fps(int p_fixed_fps);
// advance one frame, return timesteps to take
MainFrameTime advance(float p_frame_slice, int p_iterations_per_second);
};
#endif // TIMER_SYNC_H