189 lines
5.3 KiB
C++
189 lines
5.3 KiB
C++
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/****************************************************************************
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Copyright (c) 2009, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "framesync/framesynctimer.h"
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#include "framesync/framesynchandlerthread.h"
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namespace FrameSync
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{
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__ImplementClass(FrameSync::FrameSyncTimer, 'FSYT', Core::RefCounted);
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__ImplementThreadSingleton(FrameSync::FrameSyncTimer);
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using namespace Timing;
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//------------------------------------------------------------------------------
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/**
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*/
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FrameSyncTimer::FrameSyncTimer() :
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time(0.0),
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ticks(0),
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frameTime(0.0),
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frameTicks(0),
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scaledTime(0.0),
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timeFactor(1.0),
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isValid(false)
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{
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__ConstructThreadSingleton;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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FrameSyncTimer::~FrameSyncTimer()
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{
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if (this->IsValid())
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{
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this->Discard();
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}
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__DestructThreadSingleton;
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}
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//------------------------------------------------------------------------------
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/**
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Query master time from the FrameSyncHandlerThread once at
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creation time. This is safe but slow, but necessary to immediately
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provide a valid time stamp in the first frame.
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*/
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void
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FrameSyncTimer::Setup()
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{
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n_assert(!this->isValid);
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this->isValid = true;
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// do a slow first-time init
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this->UpdateTimePolling();
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// fix frame times to a reasonable value
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this->frameTime = 1.0 / 60.0;
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this->frameTicks = Timing::SecondsToTicks(this->frameTime);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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FrameSyncTimer::Discard()
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{
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n_assert(this->isValid);
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this->isValid = false;
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}
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//------------------------------------------------------------------------------
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/**
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Update the time by polling the FrameSyncHandlerThread singleton.
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This requires a CriticalSection to be taken and should not be used
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for threads which run in lockstep mode (i.e. the game thread or the
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render thread) since these will update their time automatically
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during the frame-sync-point.
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*/
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void
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FrameSyncTimer::UpdateTimePolling()
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{
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Time t = FrameSyncHandlerThread::Instance()->SafeGetMasterTime();
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this->Update(t);
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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FrameSyncTimer::StartTime()
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{
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FrameSyncHandlerThread::Instance()->StartMasterTime();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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FrameSyncTimer::StopTime()
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{
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FrameSyncHandlerThread::Instance()->StopMasterTime();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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void
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FrameSyncTimer::ResetTime()
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{
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FrameSyncHandlerThread::Instance()->ResetMasterTime();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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bool
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FrameSyncTimer::IsTimeRunning() const
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{
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return FrameSyncHandlerThread::Instance()->IsMasterTimeRunning();
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}
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//------------------------------------------------------------------------------
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/**
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This method will be called once per frame at the frame-sync-point
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of the FrameSyncHandlerThread. Note that this method will always be
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called from the local thread, never from another thread, thus we don't
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need to care about thread-safety.
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*/
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void
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FrameSyncTimer::Update(Time newTime)
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{
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this->frameTime = newTime - this->time;
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this->scaledTime = this->scaledTime + this->frameTime * this->timeFactor;
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if (this->frameTime < 0.001)
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{
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this->frameTime = 0.001;
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}
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this->time = newTime;
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Tick newTicks = Timing::SecondsToTicks(newTime);
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this->frameTicks = newTicks - this->ticks;
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if (this->frameTicks < 1)
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{
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this->frameTicks = 1;
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}
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this->ticks = newTicks;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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Timing::Time
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FrameSyncTimer::GetScaledFrameTime() const
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{
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return this->frameTime * this->timeFactor;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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IndexT
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FrameSyncTimer::GetFrameCount() const
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{
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return FrameSyncHandlerThread::Instance()->GetFrameCount();
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}
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} // namespace FrameSync
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