185d3d902d
we're doing this partially in EndFrame (in FrameLimitBeforeVsync and/or the actual vblank wait), and partially in RunGameLoop. These serve the same purpose, so merge them. (The renderer itself should have more control over this, but this is an improvement.)
345 lines
8.8 KiB
C++
345 lines
8.8 KiB
C++
#include "global.h"
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#include "GameLoop.h"
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#include "RageLog.h"
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#include "RageTextureManager.h"
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#include "RageSoundManager.h"
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#include "PrefsManager.h"
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#include "RageDisplay.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "GameSoundManager.h"
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#include "ThemeManager.h"
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#include "SongManager.h"
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#include "GameState.h"
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#include "MemoryCardManager.h"
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#include "ScreenManager.h"
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#include "InputFilter.h"
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#include "InputMapper.h"
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#include "RageFileManager.h"
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#include "LightsManager.h"
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#include "NetworkSyncManager.h"
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#include "RageTimer.h"
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#include "RageInput.h"
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static bool g_bQuitting = false;
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static RageTimer g_GameplayTimer;
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enum BoostAppPriority { BOOST_NO, BOOST_YES, BOOST_AUTO }; /* auto = do whatever is appropriate for the arch. */
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static Preference<BoostAppPriority,int> g_BoostAppPriority( "BoostAppPriority", BOOST_AUTO );
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/* experimental: force a specific update rate. This prevents big
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* animation jumps on frame skips. 0 to disable. */
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static Preference<float> g_fConstantUpdateDeltaSeconds( "ConstantUpdateDeltaSeconds", 0 );
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static bool UserQuit()
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{
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return g_bQuitting || ArchHooks::UserQuit();
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}
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void HandleInputEvents( float fDeltaTime );
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static float g_fUpdateRate = 1;
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void GameLoop::SetUpdateRate( float fUpdateRate )
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{
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g_fUpdateRate = fUpdateRate;
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}
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static void CheckGameLoopTimerSkips( float fDeltaTime )
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{
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if( !PREFSMAN->m_bLogSkips )
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return;
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static int iLastFPS = 0;
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int iThisFPS = DISPLAY->GetFPS();
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/* If vsync is on, and we have a solid framerate (vsync == refresh and we've sustained this
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* for at least one second), we expect the amount of time for the last frame to be 1/FPS. */
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if( iThisFPS != DISPLAY->GetActualVideoModeParams().rate || iThisFPS != iLastFPS )
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{
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iLastFPS = iThisFPS;
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return;
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}
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const float fExpectedTime = 1.0f / iThisFPS;
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const float fDifference = fDeltaTime - fExpectedTime;
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if( fabsf(fDifference) > 0.002f && fabsf(fDifference) < 0.100f )
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LOG->Trace( "GameLoop timer skip: %i FPS, expected %.3f, got %.3f (%.3f difference)",
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iThisFPS, fExpectedTime, fDeltaTime, fDifference );
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}
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static bool ChangeAppPri()
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{
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if( g_BoostAppPriority.Get() == BOOST_NO )
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return false;
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// if using NTPAD don't boost or else input is laggy
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#if defined(_WINDOWS)
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if( g_BoostAppPriority == BOOST_AUTO )
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{
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vector<InputDeviceInfo> vDevices;
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// This can get called before INPUTMAN is constructed.
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if( INPUTMAN )
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{
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INPUTMAN->GetDevicesAndDescriptions(vDevices);
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FOREACH_CONST( InputDeviceInfo, vDevices, d )
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{
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if( d->sDesc.find("NTPAD") != string::npos )
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{
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LOG->Trace( "Using NTPAD. Don't boost priority." );
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return false;
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}
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}
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}
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}
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#endif
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/* If -1 and this is a debug build, don't. It makes the debugger sluggish. */
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#ifdef DEBUG
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if( g_BoostAppPriority == BOOST_AUTO )
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return false;
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#endif
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return true;
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}
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static void CheckFocus()
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{
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static bool bHasFocus = true;
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bool bHasFocusNow = HOOKS->AppHasFocus();
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if( bHasFocus == bHasFocusNow )
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return;
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bHasFocus = bHasFocusNow;
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/* If we lose focus, we may lose input events, especially key releases. */
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INPUTFILTER->Reset();
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if( ChangeAppPri() )
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{
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if( bHasFocus )
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HOOKS->BoostPriority();
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else
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HOOKS->UnBoostPriority();
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}
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}
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void GameLoop::RunGameLoop()
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{
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/* People may want to do something else while songs are loading, so do
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* this after loading songs. */
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if( ChangeAppPri() )
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HOOKS->BoostPriority();
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while( !UserQuit() )
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{
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/*
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* Update
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*/
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float fDeltaTime = g_GameplayTimer.GetDeltaTime();
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if( g_fConstantUpdateDeltaSeconds > 0 )
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fDeltaTime = g_fConstantUpdateDeltaSeconds;
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CheckGameLoopTimerSkips( fDeltaTime );
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fDeltaTime *= g_fUpdateRate;
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CheckFocus();
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/* Update SOUNDMAN early (before any RageSound::GetPosition calls), to flush position data. */
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SOUNDMAN->Update( fDeltaTime );
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/* Update song beat information -before- calling update on all the classes that
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* depend on it. If you don't do this first, the classes are all acting on old
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* information and will lag. (but no longer fatally, due to timestamping -glenn) */
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SOUND->Update( fDeltaTime );
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TEXTUREMAN->Update( fDeltaTime );
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GAMESTATE->Update( fDeltaTime );
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SCREENMAN->Update( fDeltaTime );
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MEMCARDMAN->Update( fDeltaTime );
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NSMAN->Update( fDeltaTime );
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/* Important: Process input AFTER updating game logic, or input will be acting on song beat from last frame */
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HandleInputEvents( fDeltaTime );
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if( INPUTMAN->DevicesChanged() )
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{
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INPUTFILTER->Reset(); // fix "buttons stuck" if button held while unplugged
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INPUTMAN->LoadDrivers();
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RString sMessage;
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if( INPUTMAPPER->CheckForChangedInputDevicesAndRemap(sMessage) )
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SCREENMAN->SystemMessage( sMessage );
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}
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LIGHTSMAN->Update( fDeltaTime );
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/*
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* Render
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*/
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SCREENMAN->Draw();
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}
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if( ChangeAppPri() )
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HOOKS->UnBoostPriority();
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}
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class ConcurrentRenderer
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{
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public:
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ConcurrentRenderer();
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~ConcurrentRenderer();
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void Start();
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void Stop();
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private:
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RageThread m_Thread;
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RageEvent m_Event;
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bool m_bShutdown;
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void RenderThread();
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static int StartRenderThread( void *p );
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enum State { RENDERING_IDLE, RENDERING_START, RENDERING_ACTIVE, RENDERING_END };
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State m_State;
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};
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static ConcurrentRenderer *g_pConcurrentRenderer = NULL;
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ConcurrentRenderer::ConcurrentRenderer():
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m_Event("ConcurrentRenderer")
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{
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m_bShutdown = false;
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m_State = RENDERING_IDLE;
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m_Thread.SetName( "ConcurrentRenderer" );
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m_Thread.Create( StartRenderThread, this );
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}
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ConcurrentRenderer::~ConcurrentRenderer()
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{
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ASSERT( m_State == RENDERING_IDLE );
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m_bShutdown = true;
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m_Thread.Wait();
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}
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void ConcurrentRenderer::Start()
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{
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DISPLAY->BeginConcurrentRenderingMainThread();
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m_Event.Lock();
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ASSERT( m_State == RENDERING_IDLE );
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m_State = RENDERING_START;
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m_Event.Signal();
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while( m_State != RENDERING_ACTIVE )
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m_Event.Wait();
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m_Event.Unlock();
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}
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void ConcurrentRenderer::Stop()
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{
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m_Event.Lock();
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ASSERT( m_State == RENDERING_ACTIVE );
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m_State = RENDERING_END;
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m_Event.Signal();
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while( m_State != RENDERING_IDLE )
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m_Event.Wait();
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m_Event.Unlock();
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DISPLAY->EndConcurrentRenderingMainThread();
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}
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void ConcurrentRenderer::RenderThread()
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{
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ASSERT( SCREENMAN != NULL );
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while( !m_bShutdown )
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{
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m_Event.Lock();
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while( m_State == RENDERING_IDLE && !m_bShutdown )
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m_Event.Wait();
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m_Event.Unlock();
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if( m_State == RENDERING_START )
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{
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/* We're starting to render. Set up, and then kick the event to wake
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* up the calling thread. */
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DISPLAY->BeginConcurrentRendering();
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HOOKS->SetupConcurrentRenderingThread();
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LOG->Trace( "ConcurrentRenderer::RenderThread start" );
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m_Event.Lock();
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m_State = RENDERING_ACTIVE;
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m_Event.Signal();
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m_Event.Unlock();
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}
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/* This is started during Update(). The next thing the game loop
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* will do is Draw, so shift operations around to put Draw at the
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* top. This makes sure updates are seamless. */
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if( m_State == RENDERING_ACTIVE )
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{
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SCREENMAN->Draw();
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float fDeltaTime = g_GameplayTimer.GetDeltaTime();
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SCREENMAN->Update( fDeltaTime );
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}
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if( m_State == RENDERING_END )
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{
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LOG->Trace( "ConcurrentRenderer::RenderThread done" );
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DISPLAY->EndConcurrentRendering();
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m_Event.Lock();
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m_State = RENDERING_IDLE;
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m_Event.Signal();
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m_Event.Unlock();
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}
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}
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}
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int ConcurrentRenderer::StartRenderThread( void *p )
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{
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((ConcurrentRenderer *) p)->RenderThread();
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return 0;
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}
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void GameLoop::StartConcurrentRendering()
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{
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if( g_pConcurrentRenderer == NULL )
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g_pConcurrentRenderer = new ConcurrentRenderer;
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g_pConcurrentRenderer->Start();
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}
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void GameLoop::FinishConcurrentRendering()
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{
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g_pConcurrentRenderer->Stop();
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}
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/*
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* (c) 2001-2005 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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