Files
dusklight/include/dusk/time.h
T
Ash 2da6590657 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>
2026-05-17 20:11:32 -06:00

140 lines
3.9 KiB
C++

#ifndef DUSK_TIME_H
#define DUSK_TIME_H
#include <array>
#include <numeric>
#include "SDL3/SDL_timer.h"
#ifdef _WIN32
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#ifndef NOMINMAX
#define NOMINMAX
#endif
#include <Windows.h>
#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();
}
duration_t Sleep(duration_t targetFrameTime) {
if (targetFrameTime == 0) {
return 0;
}
const Uint64 start = SDL_GetTicksNS();
duration_t adjustedSleepTime = SleepTime(targetFrameTime);
if (adjustedSleepTime > 0) {
NanoSleep(adjustedSleepTime);
const duration_t elapsed = TimeSince(start);
const duration_t overslept = elapsed > adjustedSleepTime ? elapsed - adjustedSleepTime : 0;
if (overslept < targetFrameTime) {
m_overheadTimes[m_overheadTimeIdx] = overslept;
m_overheadTimeIdx = (m_overheadTimeIdx + 1) % m_overheadTimes.size();
}
}
Reset();
return adjustedSleepTime;
}
duration_t SleepTime(duration_t targetFrameTime) {
const duration_t elapsed = TimeSince(m_oldTime);
const duration_t sleepTime = elapsed < targetFrameTime ? targetFrameTime - elapsed : 0;
m_overhead = std::accumulate(m_overheadTimes.begin(), m_overheadTimes.end(), duration_t{0}) /
m_overheadTimes.size();
if (sleepTime > m_overhead) {
return sleepTime - m_overhead;
}
return 0;
}
private:
Uint64 m_oldTime = 0;
std::array<duration_t, 4> m_overheadTimes{};
size_t m_overheadTimeIdx = 0;
duration_t m_overhead = 0;
duration_t TimeSince(Uint64 start) const { return SDL_GetTicksNS() - start; }
#if _WIN32
void NanoSleep(const duration_t duration) {
static bool initialized = false;
static double countPerNs;
static size_t numSleeps = 0;
// QueryPerformanceFrequency's result is constant, but calling it occasionally
// appears to stabilize QueryPerformanceCounter. Without it, the game drifts
// from 60hz to 144hz. (Cursed, but I suspect it's NVIDIA/G-SYNC related)
if (!initialized || numSleeps++ % 1000 == 0) {
LARGE_INTEGER freq;
if (QueryPerformanceFrequency(&freq) == 0) {
return;
}
countPerNs = static_cast<double>(freq.QuadPart) / 1e9;
initialized = true;
numSleeps = 0;
}
LARGE_INTEGER start, current;
QueryPerformanceCounter(&start);
const LONGLONG ticksToWait = static_cast<LONGLONG>(duration * countPerNs);
const Uint64 ms = duration / 1'000'000ULL;
if (ms > 1) {
::Sleep(static_cast<DWORD>(ms - 1));
}
do {
QueryPerformanceCounter(&current);
#if defined(_M_ARM64) || defined(_M_ARM)
__yield();
#else
_mm_pause();
#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
};
#endif