feat: FPS Limiter (#1446)

* Add interpolation frame rate cap

* wip: reworked framelimiter

Based on my testing this is a bit more stable in frametimes.

* wip: efficiency improvement + windows build fix

Significantly improve efficiency by using a hybrid approach.

* wip: UI changes

* wip: end frame AFTER limiting

* wip: remove unused include

* wip: minor ui code change

Makes it easier to remove/add presets

* Simplify Limiter UI

- Change enableFrameInterpolation to an enum with off/capped/unlimited values
- Simplify the UI to use 2 settings (unlock framerate + a max value entry)

* wip: slight limiter simplification

* wip: implement review suggestions

* wip: fix syntax error

* wip: revert enum order + replace old checks

* Fix compile error

---------

Co-authored-by: SailorSnoW <sailorsnow@pm.me>
Co-authored-by: Loïs <49660929+SailorSnoW@users.noreply.github.com>
Co-authored-by: SuperDude88 <82904174+SuperDude88@users.noreply.github.com>
Co-authored-by: Luke Street <luke@street.dev>
This commit is contained in:
Ash
2026-05-18 04:11:32 +02:00
committed by GitHub
parent 66c5cb1dae
commit 2da6590657
32 changed files with 207 additions and 59 deletions
+37 -4
View File
@@ -17,16 +17,21 @@
#include <shellapi.h>
#include <intrin.h>
#endif
#ifdef __APPLE__
#include <mach/mach_time.h>
#endif
class Limiter {
public:
using duration_t = Uint64;
void Reset() { m_oldTime = SDL_GetTicksNS(); }
void Reset() {
m_oldTime = SDL_GetTicksNS();
}
void Sleep(duration_t targetFrameTime) {
duration_t Sleep(duration_t targetFrameTime) {
if (targetFrameTime == 0) {
return;
return 0;
}
const Uint64 start = SDL_GetTicksNS();
@@ -41,6 +46,8 @@ public:
}
}
Reset();
return adjustedSleepTime;
}
duration_t SleepTime(duration_t targetFrameTime) {
@@ -74,7 +81,6 @@ private:
if (!initialized || numSleeps++ % 1000 == 0) {
LARGE_INTEGER freq;
if (QueryPerformanceFrequency(&freq) == 0) {
DuskLog.warn("QueryPerformanceFrequency failed: {}", GetLastError());
return;
}
countPerNs = static_cast<double>(freq.QuadPart) / 1e9;
@@ -98,6 +104,33 @@ private:
#endif
} while (current.QuadPart - start.QuadPart < ticksToWait);
}
#elif defined (__APPLE__)
void NanoSleep(const duration_t duration) {
// Hybrid approach using Apple Mach
uint64_t start_mach = mach_absolute_time();
mach_timebase_info_data_t timebase_info;
mach_timebase_info(&timebase_info);
uint64_t total_mach_ticks = (duration * timebase_info.denom) / timebase_info.numer;
uint64_t target_mach = start_mach + total_mach_ticks;
uint64_t buffer_ns = 2'000'000ULL;
uint64_t buffer_mach_ticks = (buffer_ns * timebase_info.denom) / timebase_info.numer;
if (total_mach_ticks > buffer_mach_ticks) {
uint64_t sleep_until_mach = target_mach - buffer_mach_ticks;
mach_wait_until(sleep_until_mach);
}
while (mach_absolute_time() < target_mach) {
#if defined(__aarch64__) || defined(__arm__)
asm volatile("yield" ::: "memory"); // Hardware hint, not a scheduler hint.
#else
_mm_pause();
#endif
}
}
#else
void NanoSleep(const duration_t duration) { SDL_DelayPrecise(duration); }
#endif