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