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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-07 23:13:05 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-07 23:13:05 +0000
commit722aa81936c786ad072cec2d189c551a6e246986 (patch)
tree737c1ee10adc12f78da6cbf80a2d1890932609d9
parent71566053936013a578e8882d01e6ecb4c29717fb (diff)
Sleep for the right amount of time
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@231 84d2e878-0bd5-11dd-ad15-13eda11d74c5
-rw-r--r--src/game.c4
-rw-r--r--src/main.c7
-rw-r--r--src/render.c25
-rw-r--r--src/types.h4
4 files changed, 22 insertions, 18 deletions
diff --git a/src/game.c b/src/game.c
index e8d69b9..a5727be 100644
--- a/src/game.c
+++ b/src/game.c
@@ -291,12 +291,14 @@ Game *game_new(int width, int height, GameOptions gameopts) {
g->frames = 0;
g->t_fps = SDL_GetTicks();
g->fps = 0;
+ g->query_this_frame = 1;
+ g->time_to_render = 0;
g->fuel = 1.0;
g->radiation = 0.1;
g->platform_rel_x = 0.0;
g->platform_rel_y = 0.0;
g->time_of_landing_event = -1500.0; /* Force the platform recharge ripple to be 'bright' */
-
+
/* Renderer setup */
g->render = render_setup(width, height, gameopts.disable_vbos, gameopts.disable_fbos, gameopts.disable_shaders);
if ( g->render == NULL ) {
diff --git a/src/main.c b/src/main.c
index 2878c7f..7d87fd6 100644
--- a/src/main.c
+++ b/src/main.c
@@ -292,11 +292,8 @@ int main(int argc, char *argv[]) {
game->frames = 0;
}
- /* Sleep for a bit to avoid hogging the CPU.
- * This is a fudge - ideally this delay would adapt so that the CPU is not hogged when the GPU is the
- * limiting factor, and be zero when the CPU is limiting. I don't know of a sensible way to tell which
- * is the case. */
- if ( !gameopts.no_framerate_limit ) usleep(30000);
+ /* Wait for how long it takes to render the frame at the most recent measurement. */
+ if ( !gameopts.no_framerate_limit ) usleep(game->time_to_render/1000);
}
diff --git a/src/render.c b/src/render.c
index f7a2be3..4b95635 100644
--- a/src/render.c
+++ b/src/render.c
@@ -555,13 +555,12 @@ void render_draw(Game *game, Uint32 t) {
GLfloat amb[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat fx, fy, fz;
GLfloat fxt, fyt, fzt;
- GLuint timer_query;
r = game->render;
- if ( game->frames == 1 ) {
- glGenQueries(1, &timer_query);
- glBeginQuery(GL_TIME_ELAPSED_EXT, timer_query);
+ if ( game->query_this_frame ) {
+ glGenQueries(1, &game->timer_query);
+ glBeginQuery(GL_TIME_ELAPSED_EXT, game->timer_query);
}
if ( r->fbos ) {
@@ -680,18 +679,20 @@ void render_draw(Game *game, Uint32 t) {
render_draw_2d(r, game);
- if ( game->frames == 1 ) glEndQuery(GL_TIME_ELAPSED_EXT);
+ if ( game->query_this_frame) glEndQuery(GL_TIME_ELAPSED_EXT);
SDL_GL_SwapBuffers();
- if ( game->frames == 1 ) {
- GLint available = 0;
- GLuint64EXT timeelapsed;
- while (!available) {
- glGetQueryObjectiv(timer_query, GL_QUERY_RESULT_AVAILABLE, &available);
+ if ( !game->query_this_frame ) {
+ GLint available;
+ glGetQueryObjectiv(game->timer_query, GL_QUERY_RESULT_AVAILABLE, &available);
+ if ( available ) {
+ glGetQueryObjectui64vEXT(game->timer_query, GL_QUERY_RESULT, &game->time_to_render);
+ game->query_this_frame = 1;
+ glDeleteQueries(1, &game->timer_query);
}
- glGetQueryObjectui64vEXT(timer_query, GL_QUERY_RESULT, &timeelapsed);
- printf("Frame took %lli ms to render\n", (long long int)(timeelapsed/1e6));
+ } else {
+ game->query_this_frame = 0;
}
}
diff --git a/src/types.h b/src/types.h
index 550d931..37ccf1f 100644
--- a/src/types.h
+++ b/src/types.h
@@ -259,9 +259,13 @@ typedef struct {
int paused;
int pause_rel;
+ /* Performance monitoring stuff */
int frames;
Uint32 t_fps;
int fps;
+ int query_this_frame;
+ GLuint timer_query;
+ GLuint64EXT time_to_render;
GLfloat radiation;
GLfloat fuel;