2022-04-07 18:46:57 +02:00

183 lines
4.9 KiB
C++

///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2006, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
///////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
//
// Timing control for the display thread of the playExr prgram
//
//----------------------------------------------------------------------------
#include "Timer.h"
#include <time.h>
#ifdef _WIN32
#include <windows.h>
static int
gettimeofday (struct timeval *tv, void *tz)
{
union
{
ULONGLONG ns100; // time since 1 Jan 1601 in 100ns units
FILETIME ft;
} now;
GetSystemTimeAsFileTime (&now.ft);
tv->tv_usec = long ((now.ns100 / 10LL) % 1000000LL);
tv->tv_sec = long ((now.ns100 - 116444736000000000LL) / 10000000LL);
return 0;
}
#endif
Timer::Timer ():
playState (RUNNING),
_spf (1 / 24.0),
_timingError (0),
_framesSinceLastFpsFrame (0),
_actualFrameRate (0)
{
gettimeofday (&_lastFrameTime, 0);
_lastFpsFrameTime = _lastFrameTime;
}
void
Timer::waitUntilNextFrameIsDue ()
{
if (playState != RUNNING)
{
//
// If we are not running, reset all timing state
// variables and return without waiting.
//
gettimeofday (&_lastFrameTime, 0);
_timingError = 0;
_lastFpsFrameTime = _lastFrameTime;
_framesSinceLastFpsFrame = 0;
return;
}
//
// If less than _spf seconds have passed since the last frame
// was displayed, sleep until exactly _spf seconds have gone by.
//
timeval now;
gettimeofday (&now, 0);
float timeSinceLastFrame = now.tv_sec - _lastFrameTime.tv_sec +
(now.tv_usec - _lastFrameTime.tv_usec) * 1e-6f;
float timeToSleep = _spf - timeSinceLastFrame - _timingError;
#ifdef _WIN32
if (timeToSleep > 0)
Sleep (int (timeToSleep * 1000.0f));
#else
if (timeToSleep > 0)
{
timespec ts;
ts.tv_sec = (time_t) timeToSleep;
ts.tv_nsec = (long) ((timeToSleep - ts.tv_sec) * 1e9f);
nanosleep (&ts, 0);
}
#endif
//
// If we slept, it is possible that we woke up a little too early
// or a little too late. Keep track of the difference between
// now and the exact time when we wanted to wake up; next time
// we'll try sleep that much longer or shorter. This should
// keep our average frame rate close to one fame every _spf seconds.
//
gettimeofday (&now, 0);
timeSinceLastFrame = now.tv_sec - _lastFrameTime.tv_sec +
(now.tv_usec - _lastFrameTime.tv_usec) * 1e-6f;
_timingError += timeSinceLastFrame - _spf;
if (_timingError < -2 * _spf)
_timingError = -2 * _spf;
if (_timingError > 2 * _spf)
_timingError = 2 * _spf;
_lastFrameTime = now;
//
// Calculate our actual frame rate, averaged over several frames.
//
if (_framesSinceLastFpsFrame >= 24)
{
float t = now.tv_sec - _lastFpsFrameTime.tv_sec +
(now.tv_usec - _lastFpsFrameTime.tv_usec) * 1e-6f;
if (t > 0)
_actualFrameRate = _framesSinceLastFpsFrame / t;
_framesSinceLastFpsFrame = 0;
}
if (_framesSinceLastFpsFrame == 0)
_lastFpsFrameTime = now;
_framesSinceLastFpsFrame += 1;
}
void
Timer::setDesiredFrameRate (float fps)
{
_spf = 1 / fps;
}
float
Timer::actualFrameRate ()
{
return _actualFrameRate;
}