mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-05-24 15:00:55 -04:00
107 lines
2.9 KiB
C++
107 lines
2.9 KiB
C++
#ifndef DUSK_TIME_H
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#define DUSK_TIME_H
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#include <array>
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#include <numeric>
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#include "SDL3/SDL_timer.h"
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#ifdef _WIN32
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#ifndef NOMINMAX
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#define NOMINMAX
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#endif
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#include <Windows.h>
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#include <shellapi.h>
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#include <intrin.h>
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#endif
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class Limiter {
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public:
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using duration_t = Uint64;
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void Reset() { m_oldTime = SDL_GetTicksNS(); }
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void Sleep(duration_t targetFrameTime) {
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if (targetFrameTime == 0) {
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return;
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}
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const Uint64 start = SDL_GetTicksNS();
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duration_t adjustedSleepTime = SleepTime(targetFrameTime);
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if (adjustedSleepTime > 0) {
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NanoSleep(adjustedSleepTime);
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const duration_t elapsed = TimeSince(start);
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const duration_t overslept = elapsed > adjustedSleepTime ? elapsed - adjustedSleepTime : 0;
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if (overslept < targetFrameTime) {
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m_overheadTimes[m_overheadTimeIdx] = overslept;
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m_overheadTimeIdx = (m_overheadTimeIdx + 1) % m_overheadTimes.size();
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}
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}
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Reset();
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}
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duration_t SleepTime(duration_t targetFrameTime) {
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const duration_t elapsed = TimeSince(m_oldTime);
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const duration_t sleepTime = elapsed < targetFrameTime ? targetFrameTime - elapsed : 0;
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m_overhead = std::accumulate(m_overheadTimes.begin(), m_overheadTimes.end(), duration_t{0}) /
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m_overheadTimes.size();
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if (sleepTime > m_overhead) {
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return sleepTime - m_overhead;
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}
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return 0;
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}
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private:
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Uint64 m_oldTime = 0;
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std::array<duration_t, 4> m_overheadTimes{};
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size_t m_overheadTimeIdx = 0;
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duration_t m_overhead = 0;
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duration_t TimeSince(Uint64 start) const { return SDL_GetTicksNS() - start; }
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#if _WIN32
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void NanoSleep(const duration_t duration) {
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static bool initialized = false;
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static double countPerNs;
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static size_t numSleeps = 0;
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// QueryPerformanceFrequency's result is constant, but calling it occasionally
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// appears to stabilize QueryPerformanceCounter. Without it, the game drifts
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// from 60hz to 144hz. (Cursed, but I suspect it's NVIDIA/G-SYNC related)
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if (!initialized || numSleeps++ % 1000 == 0) {
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LARGE_INTEGER freq;
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if (QueryPerformanceFrequency(&freq) == 0) {
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DuskLog.warn("QueryPerformanceFrequency failed: {}", GetLastError());
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return;
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}
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countPerNs = static_cast<double>(freq.QuadPart) / 1e9;
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initialized = true;
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numSleeps = 0;
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}
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LARGE_INTEGER start, current;
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QueryPerformanceCounter(&start);
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const LONGLONG ticksToWait = static_cast<LONGLONG>(duration * countPerNs);
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const Uint64 ms = duration / 1'000'000ULL;
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if (ms > 1) {
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::Sleep(static_cast<DWORD>(ms - 1));
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}
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do {
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QueryPerformanceCounter(¤t);
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#if defined(_M_ARM64) || defined(_M_ARM)
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__yield();
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#else
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_mm_pause();
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#endif
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} while (current.QuadPart - start.QuadPart < ticksToWait);
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}
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#else
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void NanoSleep(const duration_t duration) { SDL_DelayPrecise(duration); }
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#endif
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};
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#endif
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