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forked from 0ad/0ad
0ad/source/lib/timer.cpp
janwas 3195893d1c # MacOS X compat (part 1)
- u_anim_name disambiguation
- fix implementation of finite (use our fpclassify instead of compiler's
routine)
- รค -> ae
- workaround for MAP_ANONYMOUS
- fix GLint in ogl.cpp
- add include for SIZE_MAX in string_s
- avoid PIC clobbered error and speed up rdtsc a bit
- add include for stat

This was SVN commit r4170.
2006-07-26 14:04:52 +00:00

332 lines
8.9 KiB
C++

/**
* =========================================================================
* File : timer.cpp
* Project : 0 A.D.
* Description : platform-independent high resolution timer and
* : FPS measuring code.
*
* @author Jan.Wassenberg@stud.uni-karlsruhe.de
* =========================================================================
*/
/*
* Copyright (c) 2003-2005 Jan Wassenberg
*
* Redistribution and/or modification are also permitted under the
* terms of the GNU General Public License as published by the
* Free Software Foundation (version 2 or later, at your option).
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
#include "precompiled.h"
#include <numeric>
#include <math.h>
#include <stdarg.h>
#include "lib.h"
#include "posix.h"
#include "timer.h"
#include "adts.h"
#include "lib/sysdep/cpu.h"
// rationale for wrapping gettimeofday and clock_gettime, instead of emulating
// them where not available: allows returning higher-resolution timer values
// than their us / ns interface, via double [seconds]. they're also not
// guaranteed to be monotonic.
double get_time()
{
double t;
#if HAVE_CLOCK_GETTIME
static struct timespec start = {0};
struct timespec ts;
if(!start.tv_sec)
(void)clock_gettime(CLOCK_REALTIME, &start);
(void)clock_gettime(CLOCK_REALTIME, &ts);
t = (ts.tv_sec - start.tv_sec) + (ts.tv_nsec - start.tv_nsec)*1e-9;
#elif HAVE_GETTIMEOFDAY
static struct timeval start;
struct timeval cur;
if(!start.tv_sec)
gettimeofday(&start, 0);
gettimeofday(&cur, 0);
t = (cur.tv_sec - start.tv_sec) + (cur.tv_usec - start.tv_usec)*1e-6;
#else
# error "get_time: add timer implementation for this platform!"
#endif
// make sure time is monotonic (never goes backwards)
static double t_last = 0.0;
if(t < t_last)
t = t_last;
t_last = t;
return t;
}
// return resolution (expressed in [s]) of the time source underlying
// get_time.
double timer_res()
{
// may take a while to determine, so cache it
static double cached_res = 0.0;
if(cached_res != 0.0)
return cached_res;
double res = 0.0;
#if HAVE_CLOCK_GETTIME
struct timespec ts;
if(clock_getres(CLOCK_REALTIME, &ts) == 0)
res = ts.tv_nsec * 1e-9;
#else
const double t0 = get_time();
double t1, t2;
do t1 = get_time(); while(t1 == t0);
do t2 = get_time(); while(t2 == t1);
res = t2-t1;
#endif
cached_res = res;
return res;
}
// calculate fps (call once per frame).
// algorithm: variable-gain IIR filter.
// less fluctuation, but rapid tracking.
// filter values are tuned for 100 FPS.
int fps;
float spf;
void calc_fps()
{
static double avg_fps = 60.0;
double cur_fps = avg_fps;
// get elapsed time [s] since last update
static double last_t;
const double t = get_time();
ONCE(last_t = t - 1.0/60.0); // first call: 60 FPS
const double dt = t - last_t;
// (in case timer resolution is low): count frames until
// timer value has changed "enough".
static double min_dt;
ONCE(min_dt = timer_res() * 4.0);
// chosen to reduce error but still yield rapid updates.
static uint num_frames = 1;
if(dt < min_dt)
{
num_frames++;
return;
}
// dt is big enough => we will update.
// calculate approximate current FPS (= 1 / elapsed time per frame).
last_t = t;
cur_fps = (1.0 / dt) * num_frames;
num_frames = 1; // reset for next time
// average and smooth cur_fps.
//
// filter design goals: steady output, but rapid signal tracking.
//
// implemented as a variable-gain IIR filter with knowledge of typical
// function characteristics. this is easier to stabilize than a PID
// scheme, since it is based on averaging actual function values,
// instead of trying to minimize output-vs-input error.
// there are some similarities, though: same_side ~= I, and
// bounced ~= D.
//
// check cur_fps function for several characteristics that
// help decide if it's actually changing or just jittering.
//
#define REL_ERR(correct, measured) (fabs((correct) - (measured)) / (correct))
#define SIGN_EQ(x0, x1, x2) ( ((x0) * (x1)) > 0.0 && ((x1) * (x2)) > 0.0 )
#define ONE_SIDE(x, x0, x1, x2) SIGN_EQ(x-x0, x-x1, x-x2)
// cur_fps history and changes over past few frames
static double h2, h1 = 30.0, h0 = 30.0;
h2 = h1; h1 = h0; h0 = cur_fps;
const double d21 = h1 - h2, d10 = h0 - h1;
const double e20 = REL_ERR(h2, h0), e10 = REL_ERR(h1, h0);
const double e0 = REL_ERR(avg_fps, h0);
// indicators that the function is jittering
const bool bounced = d21 * d10 < 0.0 && e20 < 0.05 && e10 > 0.10;
// /\ or \/
const bool jumped = e10 > 0.30;
// large change (have seen semi-legitimate changes of 25%)
const bool is_close = e0 < 0.02;
// cur_fps - avg_fps is "small"
// "same-side" check for rapid tracking of the function.
// if the past few samples have been consistently above/below the average,
// the function is moving up/down and we need to catch up.
static int same_side;
// consecutive times the last 3 samples have been on the same side.
if(!ONE_SIDE(avg_fps, h0, h1, h2)) // not all on same side:
same_side = 0; // reset counter
// (only increase if not too close to average,
// so that this isn't triggered by jitter alone)
if(!is_close)
same_side++;
//
// determine filter gain, based on above characteristics.
//
static double gain; // sensitivity to changes in cur_fps ([0,1])
double bias = 0.0; // (unlimited) exponential change to gain
// ignore (gain -> 0) large jumps.
if(jumped)
bias -= 4.0;
// don't let a "bounce" affect things too much.
else if(bounced)
bias -= 1.0;
// otherwise, function is normal here.
else
{
// function is changing, we need to track it rapidly.
// note: check close again so we aren't too loose if the function
// comes closer to the average again (meaning it probably
// wasn't really changing).
if(same_side >= 2 && !is_close)
bias += MIN(same_side, 4);
}
// bias = 0: no change. > 0: increase (n-th root). < 0: decrease (^n)
double e = (bias > 0)? 1.0 / bias : -bias;
if(e == 0.0) e = 1.0;
gain = pow(0.08, e);
// default: fairly insensitive to changes (~= 16 sample average)
// IIR filter
static double old = 30.0;
old = cur_fps*gain + old*(1.0-gain);
avg_fps = old;
spf = 1.0 / avg_fps;
// update fps counter if it differs "enough"
// currently, that means off by more than 5 FPS or 5%.
const double difference = fabs(avg_fps-fps);
const double threshold = fminf(5.f, 0.05f*fps);
if(difference > threshold)
fps = (int)(avg_fps + 0.99);
// C float -> int rounds down; we want to round up to
// hit vsync-locked framerates exactly.
}
//-----------------------------------------------------------------------------
// cumulative timer API, useful for profiling.
// this supplements in-game profiling by providing low-overhead,
// high resolution time accounting.
// intrusive linked-list of all clients. a fixed-size limit would be
// acceptable (since timers are added manually), but the list is easy
// to implement and only has the drawback of exposing TimerClient to users.
//
// do not use std::list et al. for this! we must be callable at any time,
// especially before NLSO ctors run or before heap init.
static uint num_clients;
static TimerClient* clients;
// make the given TimerClient (usually instantiated as static data)
// ready for use. returns its address for TIMER_ADD_CLIENT's convenience.
// this client's total (added to by timer_bill_client) will be
// displayed by timer_display_client_totals.
// notes:
// - may be called at any time;
// - always succeeds (there's no fixed limit);
// - free() is not needed nor possible.
// - description must remain valid until exit; a string literal is safest.
TimerClient* timer_add_client(TimerClient* tc, const char* description)
{
tc->sum = 0.0;
tc->description = description;
// insert at front of list
tc->next = clients;
clients = tc;
num_clients++;
return tc;
}
// add <dt> to the client's total.
void timer_bill_client(TimerClient* tc, TimerUnit dt)
{
tc->sum += dt;
tc->num_calls++;
}
// display all clients' totals; does not reset them.
// typically called at exit.
void timer_display_client_totals()
{
debug_printf("TIMER TOTALS (%d clients)\n", num_clients);
debug_printf("-----------------------------------------------------\n");
while(clients)
{
// (make sure list and count are consistent)
debug_assert(num_clients != 0);
TimerClient* tc = clients;
clients = tc->next;
num_clients--;
// convert raw ticks into seconds, if necessary
double sum;
#if TIMER_USE_RAW_TICKS
# if CPU_IA32
sum = tc->sum / cpu_freq;
# else
# error "port"
# endif
#else
sum = tc->sum;
#endif
// determine scale factor for pretty display
double scale = 1e6;
const char* unit = "us";
if(sum > 1.0)
scale = 1, unit = "s";
else if(sum > 1e-3)
scale = 1e3, unit = "ms";
debug_printf(" %s: %g %s (%dx)\n", tc->description, sum*scale, unit, tc->num_calls);
}
debug_printf("-----------------------------------------------------\n");
}