janwas
e332d876f8
- /* */ -> // - clarified expressions - add casts - func() -> func(void) - signed/unsigned This was SVN commit r1773.
236 lines
6.3 KiB
C++
Executable File
236 lines
6.3 KiB
C++
Executable File
// platform-independent high resolution timer and FPS measuring code
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//
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// Copyright (c) 2003 Jan Wassenberg
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// Contact info:
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// Jan.Wassenberg@stud.uni-karlsruhe.de
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// http://www.stud.uni-karlsruhe.de/~urkt/
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#include "precompiled.h"
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#include "lib.h"
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#include "timer.h"
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#include "adts.h"
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#include <numeric>
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#include <math.h>
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#include <stdarg.h>
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// rationale for wrapping gettimeofday and clock_gettime, instead of emulating
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// them where not available: allows returning higher-resolution timer values
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// than their µs / ns interface, via double [seconds]. they're also not
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// guaranteed to be monotonic.
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double get_time()
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{
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double t;
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#ifdef HAVE_CLOCK_GETTIME
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static struct timespec start = {0};
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struct timespec ts;
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if(!start.tv_sec)
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(void)clock_gettime(CLOCK_REALTIME, &start);
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(void)clock_gettime(CLOCK_REALTIME, &ts);
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t = (ts.tv_sec - start.tv_sec) + (ts.tv_nsec - start.tv_nsec)*1e-9;
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#elif defined(HAVE_GETTIMEOFDAY)
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static struct timeval start;
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struct timeval cur;
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if(!start.tv_sec)
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gettimeofday(&start, 0);
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gettimeofday(&cur, 0);
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t = (cur.tv_sec - start.tv_sec) + (cur.tv_usec - start.tv_usec)*1e-6;
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#else
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#error "get_time: add timer implementation for this platform!"
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#endif
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// make sure time is monotonic (never goes backwards)
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static double t_last = 0.0;
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if(t < t_last)
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t = t_last;
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t_last = t;
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return t;
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}
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double timer_res()
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{
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// may take a while to determine, so cache it
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static double cached_res = 0.0;
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if(cached_res != 0.0)
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return cached_res;
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double res = 0.0;
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#ifdef HAVE_CLOCK_GETTIME
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struct timespec ts;
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if(clock_getres(CLOCK_REALTIME, &ts) == 0)
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res = ts.tv_nsec * 1e-9;
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#else
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const double t0 = get_time();
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double t1, t2;
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do t1 = get_time(); while(t1 == t0);
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do t2 = get_time(); while(t2 == t1);
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res = t2-t1;
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#endif
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cached_res = res;
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return res;
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}
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// calculate fps (call once per frame).
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// algorithm: variable-gain IIR filter.
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// less fluctuation, but rapid tracking.
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// filter values are tuned for 100 FPS.
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int fps;
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void calc_fps()
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{
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static double avg_fps = 60.0;
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double cur_fps = avg_fps;
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// get elapsed time [s] since last update
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static double last_t;
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const double t = get_time();
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ONCE(last_t = t - 1.0/60.0); // first call: 60 FPS
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const double dt = t - last_t;
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// (in case timer resolution is low): count frames until
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// timer value has changed "enough".
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static double min_dt;
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ONCE(min_dt = timer_res() * 4.0);
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// chosen to reduce error but still yield rapid updates.
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static uint num_frames = 1;
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if(dt < min_dt)
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{
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num_frames++;
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return;
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}
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// dt is big enough => we will update.
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// calculate approximate current FPS (= 1 / elapsed time per frame).
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last_t = t;
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cur_fps = (1.0 / dt) * num_frames;
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num_frames = 1; // reset for next time
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// average and smooth cur_fps.
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//
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// filter design goals: steady output, but rapid signal tracking.
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//
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// implemented as a variable-gain IIR filter with knowledge of typical
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// function characteristics. this is easier to stabilize than a PID
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// scheme, since it is based on averaging actual function values,
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// instead of trying to minimize output-vs-input error.
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// there are some similarities, though: same_side ~= I, and
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// bounced ~= D.
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//
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// check cur_fps function for several characteristics that
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// help decide if it's actually changing or just jittering.
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//
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#define REL_ERR(correct, measured) (fabs((correct) - (measured)) / (correct))
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#define SIGN_EQ(x0, x1, x2) ( ((x0) * (x1)) > 0.0 && ((x1) * (x2)) > 0.0 )
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#define ONE_SIDE(x, x0, x1, x2) SIGN_EQ(x-x0, x-x1, x-x2)
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// cur_fps history and changes over past few frames
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static double h2, h1 = 30.0, h0 = 30.0;
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h2 = h1; h1 = h0; h0 = cur_fps;
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const double d21 = h1 - h2, d10 = h0 - h1;
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const double e20 = REL_ERR(h2, h0), e10 = REL_ERR(h1, h0);
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const double e0 = REL_ERR(avg_fps, h0);
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// indicators that the function is jittering
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const bool bounced = d21 * d10 < 0.0 && e20 < 0.05 && e10 > 0.10;
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// /\ or \/
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const bool jumped = e10 > 0.30;
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// large change (have seen semi-legitimate changes of 25%)
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const bool is_close = e0 < 0.02;
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// cur_fps - avg_fps is "small"
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// "same-side" check for rapid tracking of the function.
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// if the past few samples have been consistently above/below the average,
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// the function is moving up/down and we need to catch up.
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static int same_side;
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// consecutive times the last 3 samples have been on the same side.
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if(!ONE_SIDE(avg_fps, h0, h1, h2)) // not all on same side:
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same_side = 0; // reset counter
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// (only increase if not too close to average,
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// so that this isn't triggered by jitter alone)
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if(!is_close)
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same_side++;
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//
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// determine filter gain, based on above characteristics.
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//
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static double gain; // sensitivity to changes in cur_fps ([0,1])
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double bias = 0.0; // (unlimited) exponential change to gain
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// ignore (gain -> 0) large jumps.
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if(jumped)
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bias -= 4.0;
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// don't let a "bounce" affect things too much.
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else if(bounced)
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bias -= 1.0;
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// otherwise, function is normal here.
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else
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{
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// function is changing, we need to track it rapidly.
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// note: check close again so we aren't too loose if the function
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// comes closer to the average again (meaning it probably
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// wasn't really changing).
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if(same_side >= 2 && !is_close)
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bias += MIN(same_side, 4);
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}
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// bias = 0: no change. > 0: increase (n-th root). < 0: decrease (^n)
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double e = (bias > 0)? 1.0 / bias : -bias;
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if(e == 0.0) e = 1.0;
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gain = pow(0.08, e);
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// default: fairly insensitive to changes (~= 16 sample average)
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// IIR filter
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static double old = 30.0;
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old = cur_fps*gain + old*(1.0-gain);
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avg_fps = old;
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// update fps counter if it differs "enough"
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// currently, that means off by more than 5 FPS or 5%.
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const double difference = fabs(avg_fps-fps);
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const double threshold = fminf(5.f, 0.05f*fps);
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if(difference > threshold)
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fps = (int)(avg_fps + 0.99);
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// C float -> int rounds down; we want to round up to
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// hit vsync-locked framerates exactly.
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}
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