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Hoikas' framerate unlock

https://github.com/H-uru/Plasma/pull/143
tickets/08/8/1
John Johns 3 years ago
parent
commit
e455a71c2e
  1. 31
      Sources/Plasma/Apps/plClient/plClient.cpp
  2. 54
      Sources/Plasma/PubUtilLib/plPhysX/plSimulationMgr.cpp
  3. 17
      Sources/Plasma/PubUtilLib/plPhysX/plSimulationMgr.h

31
Sources/Plasma/Apps/plClient/plClient.cpp

@ -1287,7 +1287,20 @@ void plClient::IProgressMgrCallbackProc(plOperationProgress * progress)
return;
fInstance->fMessagePumpProc();
fInstance->IDraw();
// HACK HACK HACK HACK!
// Yes, this is the ORIGINAL, EVIL famerate limit from plClient::IDraw (except I bumped it to 60fps)
// As it so happens, this callback is happening in the main resource loading thread
// Without this NASTY ASS HACK, we draw after loading every KO, which starves the loader.
// At some point, a better solution should be found... Like running the loader in a separate thread.
static float lastDrawTime;
static const float kMaxFrameRate = 1.f/60.f;
float currTime = (float) hsTimer::GetSeconds();
if ((currTime - lastDrawTime) > kMaxFrameRate)
{
fInstance->IDraw();
lastDrawTime = currTime;
}
}
//============================================================================
@ -1847,22 +1860,6 @@ hsBool plClient::IDrawProgress() {
hsBool plClient::IDraw()
{
// Limit framerate
static float lastDrawTime;
static const float kMaxFrameRate = 1.f/30.f;
float currTime = (float) hsTimer::GetSeconds();
if (!fPipeline->IsDebugFlagSet(plPipeDbg::kFlagNVPerfHUD))
{
// If we're using NVPerfHUD to step through draw calls,
// We're going to have a frame delta of zero. In that
// case we need to draw no matter what, and we don't
// care as much about starving other threads because
// we're presumably just debugging a graphics glitch.
if ((currTime - lastDrawTime) < kMaxFrameRate)
return true;
}
lastDrawTime = currTime;
// If we're shutting down, don't attempt to draw. Doing so
// tends to cause a device reload each frame.
if (fDone)

54
Sources/Plasma/PubUtilLib/plPhysX/plSimulationMgr.cpp

@ -347,8 +347,6 @@ plSimulationMgr* plSimulationMgr::GetInstance()
plSimulationMgr::plSimulationMgr()
: fSuspended(true)
, fMaxDelta(kDefaultMaxDelta)
, fStepSize(kDefaultStepSize)
, fAccumulator(0.0f)
, fStepCount(0)
, fLOSDispatch(TRACKED_NEW plLOSDispatch())
@ -422,16 +420,20 @@ NxScene* plSimulationMgr::GetScene(plKey world)
if (!scene)
{
UInt32 maxSteps = (UInt32)hsCeil(fMaxDelta / fStepSize);
NxSceneDesc sceneDesc;
sceneDesc.gravity.set(0, 0, -32.174049f);
sceneDesc.userTriggerReport = &gSensorReport;
sceneDesc.userContactReport = &gContactReport;
sceneDesc.maxTimestep = fStepSize;
sceneDesc.maxIter = maxSteps;
scene = fSDK->createScene(sceneDesc);
// See "Advancing The Simulation State" in the PhysX SDK Documentation
// This will cause PhysX to only update for our step size. If we call simulate
// faster than that, PhysX will return immediately. If we call it slower than that,
// PhysX will do some extra steps for us (isn't that nice?).
// Anyway, this should be a good way to make us independent of the framerate.
// If not, I blame the usual suspects
scene->setTiming(kDefaultStepSize);
// Most physicals use the default friction and restitution values, so we
// make them the default.
NxMaterial* mat = scene->getMaterialFromIndex(0);
@ -605,25 +607,25 @@ void plSimulationMgr::Advance(float delSecs)
return;
fAccumulator += delSecs;
if (fAccumulator < fStepSize)
if (fAccumulator < kDefaultStepSize)
{
// Not enough time has passed to perform a substep.
plPXPhysicalControllerCore::UpdateNonPhysical(fAccumulator / fStepSize);
plPXPhysicalControllerCore::UpdateNonPhysical(fAccumulator / kDefaultStepSize);
return;
}
else if (fAccumulator > fMaxDelta)
else if (fAccumulator > kDefaultMaxDelta)
{
if (fExtraProfile)
Log("Step clamped from %f to limit of %f", fAccumulator, fMaxDelta);
fAccumulator = fMaxDelta;
Log("Step clamped from %f to limit of %f", fAccumulator, kDefaultMaxDelta);
fAccumulator = kDefaultMaxDelta;
}
++fStepCount;
// Perform as many whole substeps as possible saving the remainder in our accumulator.
int numSubSteps = (int)(fAccumulator / fStepSize + 0.000001f);
float delta = numSubSteps * fStepSize;
fAccumulator -= delta;
// Perform as many whole substeps as possible saving the remainder in our accumulator.
int numSubSteps = (int)(fAccumulator / kDefaultStepSize + 0.000001f);
float delta = numSubSteps * kDefaultStepSize;
fAccumulator -= delta;
plProfile_IncCount(StepLen, (int)(delta*1000));
plProfile_BeginTiming(Step);
@ -649,7 +651,7 @@ void plSimulationMgr::Advance(float delSecs)
}
}
plPXPhysicalControllerCore::Update(numSubSteps, fAccumulator / fStepSize);
plPXPhysicalControllerCore::Update(numSubSteps, fAccumulator / kDefaultStepSize);
//sending off and clearing the Collision Messages generated by scene->simulate
IDispatchCollisionMessages();
@ -773,26 +775,6 @@ void plSimulationMgr::ISendUpdates()
//
/////////////////////////////////////////////////////////////////
void plSimulationMgr::SetMaxDelta(float maxDelta)
{
fMaxDelta = maxDelta;
}
float plSimulationMgr::GetMaxDelta() const
{
return fMaxDelta;
}
void plSimulationMgr::SetStepsPerSecond(int stepsPerSecond)
{
fStepSize = 1.0f / (float)stepsPerSecond;
}
int plSimulationMgr::GetStepsPerSecond()
{
return (int)((1.0 / fStepSize) + 0.5f); // round to nearest int
}
int plSimulationMgr::GetMaterialIdx(NxScene* scene, hsScalar friction, hsScalar restitution)
{
if (friction == 0.5f && restitution == 0.5f)

17
Sources/Plasma/PubUtilLib/plPhysX/plSimulationMgr.h

@ -115,20 +115,6 @@ protected:
plSimulationMgr();
virtual ~plSimulationMgr();
// Set the maximum amount of time (in seconds) that the physics will advance
// between frames. If a frame-to-frame delta is bigger than this, we'll
// clamp it to this value.
// WARNING: animation doesn't do this, so if we clamp the time animated
// physicals and the avatar may move at a faster rate than usual.
void SetMaxDelta(float maxDelta);
float GetMaxDelta() const;
// Set the number of steps per second that physics will advance.
// The more steps per second, the less fallthough and more accurate
// simulation response.
void SetStepsPerSecond(int stepsPerSecond);
int GetStepsPerSecond();
// Walk through the synchronization requests and send them as appropriate.
void IProcessSynchs();
@ -157,10 +143,7 @@ protected:
// but nothing will move.
bool fSuspended;
float fMaxDelta;
float fStepSize;
float fAccumulator;
UInt32 fStepCount;
// A utility class to keep track of a request for a physical synchronization.

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