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0ad/source/lib/timer.cpp

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//
// Copyright (c) 2003 Jan Wassenberg
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// 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. See the GNU
// General Public License for more details.
//
// Contact info:
// Jan.Wassenberg@stud.uni-karlsruhe.de
// http://www.stud.uni-karlsruhe.de/~urkt/
#include "precompiled.h"
#include "lib.h"
#include "timer.h"
#include "adts.h"
#include <numeric>
#include <math.h>
// rationale for wrapping gettimeofday and clock_gettime, instead of emulating
// them where not available: allows returning higher-resolution timer values
// than their �s / ns interface, via double [seconds]. they're also not
// guaranteed to be monotonic.
double get_time()
{
double t;
#ifdef HAVE_CLOCK_GETTIME
static struct timespec start;
struct timespec ts;
if(!start.tv_sec)
clock_gettime(CLOCK_REALTIME, &start);
clock_gettime(CLOCK_REALTIME, &ts);
t = (ts.tv_sec - start.tv_sec) + (ts.tv_nsec - start.tv_nsec)*1e-9;
#elif defined(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;
if(t < t_last)
t = t_last;
t_last = t;
return t;
}
double timer_res()
{
// may take a while to determine, so cache it
static double cached_res;
if(cached_res != 0.0)
return cached_res;
double res;
#ifdef HAVE_CLOCK_GETTIME
struct timespec ts;
clock_getres(CLOCK_REALTIME, &ts);
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)
// several smooth filters:
// - throw out single spikes / dips
// - average via small history buffer
// - update final value iff the difference (% or absolute) is too great,
// or if the change is consistent with the trend over the last few frames.
//
// => less fluctuation, but rapid tracking.
// filter values are tuned for 100 FPS.
int fps = 0;
void calc_fps()
{
// history buffer - smooth out slight variations
RingBuf<float, 16> samples;
// get elapsed time [s] since last update
static double last_t;
const double t = get_time();
const double dt = t - last_t;
// (in case timer resolution is low): count frames until
// timer value has changed "enough".
static uint num_frames = 1;
if(dt < 1e-3)
// bonus: if FPS > 1000, updates are slowed down a few frames.
{
num_frames++;
return;
}
// dt is big enough => we will update.
// calculate approximate current FPS (= 1 / elapsed time per frame).
float cur_fps = 30.0f; // start value => history converges faster
if(last_t != 0.0)
cur_fps = 1.0f / (float)dt * num_frames;
num_frames = 1; // reset for next time
last_t = t;
// calculate fps activity over 3 frames (used below to prevent fluctuation)
// -1: decreasing, +1: increasing, 0: neither or fluctuating
const float h1 = samples[-1]; // last frame's cur_fps
const float h2 = samples[-2]; // 2nd most recent frame's cur_fps
int trend = 0;
if(h2 > h1 && h1 > cur_fps) // decreasing
trend = -1;
else if(cur_fps < h1 && h1 < h2) // increasing
trend = 1;
// ignore onetime skips in fps (probably page faults or similar)
static int ignored;
if(fabs(h1-cur_fps) > .05f*h1 && // > 5% difference
!ignored++) // was it first value we're discarding?
return; // yes: don't update fps_hist/fps
ignored = 0; // either value ok, or it wasn't a fluke - reset counter
// add new sample and average
samples.push_back(cur_fps);
const double sum_fps = std::accumulate(samples.begin(), samples.end(), 0.0);
const double avg_fps = sum_fps / (int)samples.size();
// update fps counter if update threshold is exceeded
const float d_avg = (float)(avg_fps-fps);
const float max_diff = fminf(5.f, 0.05f*fps);
if((trend > 0 && (avg_fps > fps || d_avg < -4.f)) || // going up, or large drop
(trend < 0 && (avg_fps < fps || d_avg > 4.f)) || // going down, or large raise
(fabs(d_avg) > max_diff)) // significant difference
fps = (int)avg_fps;
}