Wait for remaining time in interval rather than busy looping
This commit is contained in:
parent
178d6a23d3
commit
cda484c9ab
@ -37,54 +37,52 @@ int main(int argc, char *argv[])
|
|||||||
void *gamemem = calloc(1, game_conf.memsize);
|
void *gamemem = calloc(1, game_conf.memsize);
|
||||||
game_init(argc, argv, gamemem, renderer);
|
game_init(argc, argv, gamemem, renderer);
|
||||||
|
|
||||||
perf_t perf = { .freq = SDL_GetPerformanceFrequency() / 1000000.0 };
|
const uint64_t perfhz = SDL_GetPerformanceFrequency();
|
||||||
uint64_t frame = 0, prevt = SDL_GetTicks64();
|
const uint64_t intervalperf = (INTERVAL * perfhz) / 1000;
|
||||||
|
perf_t perf = { .freq = perfhz / 1000000.0 };
|
||||||
|
uint64_t frame = 0;
|
||||||
while (1) {
|
while (1) {
|
||||||
const uint64_t t = SDL_GetTicks64();
|
perf.start = SDL_GetPerformanceCounter();
|
||||||
const uint64_t dt = t - prevt;
|
|
||||||
if (dt >= INTERVAL) {
|
|
||||||
perf.start = SDL_GetPerformanceCounter();
|
|
||||||
|
|
||||||
// Handle all events currently in queue
|
// Handle all events currently in queue
|
||||||
SDL_Event evt;
|
SDL_Event evt;
|
||||||
while (SDL_PollEvent(&evt)) {
|
while (SDL_PollEvent(&evt)) {
|
||||||
if (game_evthandle(gamemem, &evt) != GAMESTATUS_OK)
|
if (game_evthandle(gamemem, &evt) != GAMESTATUS_OK)
|
||||||
goto quit;
|
|
||||||
}
|
|
||||||
perf.evt = SDL_GetPerformanceCounter();
|
|
||||||
|
|
||||||
// Update game state
|
|
||||||
if (game_update(gamemem, INTERVAL) != GAMESTATUS_OK)
|
|
||||||
goto quit;
|
goto quit;
|
||||||
perf.update = SDL_GetPerformanceCounter();
|
}
|
||||||
|
perf.evt = SDL_GetPerformanceCounter();
|
||||||
|
|
||||||
// Render frame
|
// Update game state
|
||||||
SDL_RenderClear(renderer);
|
if (game_update(gamemem, INTERVAL) != GAMESTATUS_OK)
|
||||||
game_render(gamemem, renderer, t);
|
goto quit;
|
||||||
SDL_RenderPresent(renderer);
|
perf.update = SDL_GetPerformanceCounter();
|
||||||
perf.render = SDL_GetPerformanceCounter();
|
|
||||||
|
|
||||||
// Print performance analysis every 16 frames
|
// Render frame
|
||||||
if ((frame & 15) == 0) {
|
SDL_RenderClear(renderer);
|
||||||
const double evt = (perf.evt - perf.start) / perf.freq;
|
game_render(gamemem, renderer, SDL_GetTicks64());
|
||||||
const double update = (perf.update - perf.evt) / perf.freq;
|
SDL_RenderPresent(renderer);
|
||||||
const double render
|
perf.render = SDL_GetPerformanceCounter();
|
||||||
= (perf.render - perf.update) / perf.freq;
|
|
||||||
const double total = (perf.render - perf.start) / perf.freq;
|
|
||||||
const double total_pc = (100 * total / (1000 * INTERVAL));
|
|
||||||
printf(
|
|
||||||
VT100_CLEAR VT100_CURSORTOPLEFT
|
|
||||||
"evt\t%10.3f μs\nupdate\t%10.3f μs\nrender\t"
|
|
||||||
"%10.3f μs\ntotal\t%10.3f μs (%05.2f%%)\n",
|
|
||||||
evt, update, render, total, total_pc);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Increment frame counter and update time
|
// Print performance analysis every 16 frames
|
||||||
++frame;
|
if ((frame & 15) == 0) {
|
||||||
prevt = t;
|
const double evt = (perf.evt - perf.start) / perf.freq;
|
||||||
|
const double update = (perf.update - perf.evt) / perf.freq;
|
||||||
|
const double render
|
||||||
|
= (perf.render - perf.update) / perf.freq;
|
||||||
|
const double total = (perf.render - perf.start) / perf.freq;
|
||||||
|
const double total_pc = (100 * total / (1000 * INTERVAL));
|
||||||
|
printf(
|
||||||
|
VT100_CLEAR VT100_CURSORTOPLEFT
|
||||||
|
"evt\t%10.3f μs\nupdate\t%10.3f μs\nrender\t"
|
||||||
|
"%10.3f μs\ntotal\t%10.3f μs (%05.2f%%)\n",
|
||||||
|
evt, update, render, total, total_pc);
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_Delay(INTERVAL / 8);
|
// Increment frame counter and wait until next interval
|
||||||
|
++frame;
|
||||||
|
const uint64_t elapsed = SDL_GetPerformanceCounter() - perf.start;
|
||||||
|
assert(elapsed < intervalperf);
|
||||||
|
SDL_Delay((1000 * (intervalperf - elapsed)) / perfhz);
|
||||||
}
|
}
|
||||||
|
|
||||||
quit:
|
quit:
|
||||||
|
Loading…
x
Reference in New Issue
Block a user