rework tc and move tcs out of cg into main screen, rework render pp
now respecting animation timing
This commit is contained in:
parent
139db5b03b
commit
cc3f430bab
@ -37,7 +37,7 @@ namespace Components {
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} // Components
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static float lerp(float a, float b, float t) {
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static constexpr float lerp(float a, float b, float t) {
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return a + t * (b - a);
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}
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@ -121,8 +121,10 @@ ChatGui4::ChatGui4(
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ConfigModelI& conf,
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RegistryMessageModel& rmm,
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Contact3Registry& cr,
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TextureUploaderI& tu
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) : _conf(conf), _rmm(rmm), _cr(cr), _tal(_cr), _contact_tc(_tal, tu), _msg_tc(_mil, tu), _sip(tu) {
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TextureUploaderI& tu,
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ContactTextureCache& contact_tc,
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MessageTextureCache& msg_tc
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) : _conf(conf), _rmm(rmm), _cr(cr), _contact_tc(contact_tc), _msg_tc(msg_tc), _sip(tu) {
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}
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ChatGui4::~ChatGui4(void) {
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@ -137,19 +139,6 @@ ChatGui4::~ChatGui4(void) {
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}
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float ChatGui4::render(float time_delta) {
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if (!_cr.storage<Contact::Components::TagAvatarInvalidate>().empty()) { // handle force-reloads for avatars
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std::vector<Contact3> to_purge;
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_cr.view<Contact::Components::TagAvatarInvalidate>().each([&to_purge](const Contact3 c) {
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to_purge.push_back(c);
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});
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_cr.remove<Contact::Components::TagAvatarInvalidate>(to_purge.cbegin(), to_purge.cend());
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_contact_tc.invalidate(to_purge);
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}
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// ACTUALLY NOT IF RENDERED, MOVED LOGIC TO ABOVE
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// it might unload textures, so it needs to be done before rendering
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_contact_tc.update();
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_msg_tc.update();
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_fss.render();
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_sip.render(time_delta);
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@ -627,14 +616,7 @@ float ChatGui4::render(float time_delta) {
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}
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ImGui::End();
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bool unfinished_work_queue = _contact_tc.workLoadQueue();
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unfinished_work_queue = unfinished_work_queue || _msg_tc.workLoadQueue();
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if (unfinished_work_queue) {
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return 0.1f; // so we can get images loaded faster
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} else {
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return 1.f; // TODO: higher min fps?
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}
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return 1000.f; // TODO: higher min fps?
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}
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void ChatGui4::sendFilePath(const char* file_path) {
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@ -9,7 +9,8 @@
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#include "./message_image_loader.hpp"
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#include "./file_selector.hpp"
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#include "./send_image_popup.hpp"
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#include "entt/container/dense_map.hpp"
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#include <entt/container/dense_map.hpp>
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#include <cstdint>
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#include <vector>
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@ -17,15 +18,16 @@
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#include <mutex>
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#include <memory>
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using ContactTextureCache = TextureCache<void*, Contact3, ToxAvatarLoader>;
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using MessageTextureCache = TextureCache<void*, Message3Handle, MessageImageLoader>;
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class ChatGui4 {
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ConfigModelI& _conf;
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RegistryMessageModel& _rmm;
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Contact3Registry& _cr;
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ToxAvatarLoader _tal;
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TextureCache<void*, Contact3, ToxAvatarLoader> _contact_tc;
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MessageImageLoader _mil;
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TextureCache<void*, Message3Handle, MessageImageLoader> _msg_tc;
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ContactTextureCache& _contact_tc;
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MessageTextureCache& _msg_tc;
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FileSelector _fss;
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SendImagePopup _sip;
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@ -52,7 +54,9 @@ class ChatGui4 {
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ConfigModelI& conf,
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RegistryMessageModel& rmm,
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Contact3Registry& cr,
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TextureUploaderI& tu
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TextureUploaderI& tu,
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ContactTextureCache& contact_tc,
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MessageTextureCache& msg_tc
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);
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~ChatGui4(void);
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@ -1,5 +1,7 @@
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#include "./main_screen.hpp"
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#include <solanaceae/contact/components.hpp>
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#include <imgui/imgui.h>
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#include <SDL3/SDL.h>
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@ -21,7 +23,11 @@ MainScreen::MainScreen(SDL_Renderer* renderer_, std::string save_path, std::stri
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mmil(rmm),
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tam(rmm, cr, conf),
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sdlrtu(renderer_),
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cg(conf, rmm, cr, sdlrtu),
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tal(cr),
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contact_tc(tal, sdlrtu),
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mil(),
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msg_tc(mil, sdlrtu),
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cg(conf, rmm, cr, sdlrtu, contact_tc, msg_tc),
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sw(conf),
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tuiu(tc, conf),
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tdch(tpi)
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@ -168,6 +174,21 @@ Screen* MainScreen::render(float time_delta, bool&) {
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const float pm_interval = pm.render(time_delta); // render
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// TODO: move this somewhere else!!!
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// needs both tal and tc <.<
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if (!cr.storage<Contact::Components::TagAvatarInvalidate>().empty()) { // handle force-reloads for avatars
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std::vector<Contact3> to_purge;
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cr.view<Contact::Components::TagAvatarInvalidate>().each([&to_purge](const Contact3 c) {
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to_purge.push_back(c);
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});
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cr.remove<Contact::Components::TagAvatarInvalidate>(to_purge.cbegin(), to_purge.cend());
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contact_tc.invalidate(to_purge);
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}
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// ACTUALLY NOT IF RENDERED, MOVED LOGIC TO ABOVE
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// it might unload textures, so it needs to be done before rendering
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const float ctc_interval = contact_tc.update();
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const float msgtc_interval = msg_tc.update();
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const float cg_interval = cg.render(time_delta); // render
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sw.render(); // render
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tuiu.render(); // render
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@ -217,22 +238,136 @@ Screen* MainScreen::render(float time_delta, bool&) {
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ImGui::ShowDemoWindow();
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}
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_render_interval = std::min<float>(pm_interval, cg_interval);
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float tc_unfinished_queue_interval;
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{ // load rendered but not loaded textures
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bool unfinished_work_queue = contact_tc.workLoadQueue();
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unfinished_work_queue = unfinished_work_queue || msg_tc.workLoadQueue();
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if (
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_fps_perf_mode > 1 // TODO: magic
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) {
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// powersave forces 250ms
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_render_interval = 1.f/4.f;
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} else if (
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_time_since_event > 1.f && ( // 1sec cool down
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_fps_perf_mode == 1 || // TODO: magic
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_window_hidden
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if (unfinished_work_queue) {
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tc_unfinished_queue_interval = 0.1f; // so we can get images loaded faster
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} else {
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tc_unfinished_queue_interval = 1.f; // TODO: higher min fps?
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}
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}
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// calculate interval for next frame
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// normal:
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// - if < 1.5sec since last event
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// - min all and clamp(1/60, 1/1)
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// - if < 30sec since last event
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// - min all (anim + everything else) clamp(1/60, 1/1) (maybe less?)
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// - else
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// - min without anim and clamp(1/60, 1/1) (maybe more?)
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// reduced:
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// - if < 1sec since last event
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// - min all and clamp(1/60, 1/1)
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// - if < 10sec since last event
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// - min all (anim + everything else) clamp(1/10, 1/1)
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// - else
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// - min without anim and max clamp(1/10, 1/1)
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// powersave:
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// - if < 0sec since last event
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// - (ignored)
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// - if < 1sec since last event
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// - min all (anim + everything else) clamp(1/8, 1/1)
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// - else
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// - min without anim and clamp(1/1, 1/1)
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struct PerfProfileRender {
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float low_delay_window {1.5f};
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float low_delay_min {1.f/60.f};
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float low_delay_max {1.f/30.f};
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float mid_delay_window {30.f};
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float mid_delay_min {1.f/60.f};
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float mid_delay_max {1.f/2.f};
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// also when main window hidden
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float else_delay_min {1.f/60.f};
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float else_delay_max {1.f/2.f};
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};
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const static PerfProfileRender normalPerfProfile{
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//1.5f, // low_delay_window
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//1.f/60.f, // low_delay_min
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//1.f/30.f, // low_delay_max
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//30.f, // mid_delay_window
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//1.f/60.f, // mid_delay_min
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//1.f/2.f, // mid_delay_max
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//1.f/60.f, // else_delay_min
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//1.f/2.f, // else_delay_max
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};
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const static PerfProfileRender reducedPerfProfile{
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1.f, // low_delay_window
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1.f/60.f, // low_delay_min
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1.f/30.f, // low_delay_max
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10.f, // mid_delay_window
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1.f/10.f, // mid_delay_min
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1.f/4.f, // mid_delay_max
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1.f/10.f, // else_delay_min
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1.f, // else_delay_max
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};
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// TODO: fix powersave by adjusting it in the events handler (make ppr member)
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const static PerfProfileRender powersavePerfProfile{
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// no window -> ignore first case
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0.f, // low_delay_window
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1.f, // low_delay_min
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1.f, // low_delay_max
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1.f, // mid_delay_window
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1.f/8.f, // mid_delay_min
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1.f/4.f, // mid_delay_max
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1.f, // else_delay_min
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1.f, // else_delay_max
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};
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const PerfProfileRender& curr_profile =
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// TODO: magic
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_fps_perf_mode > 1
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? powersavePerfProfile
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: (
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_fps_perf_mode == 1
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? reducedPerfProfile
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: normalPerfProfile
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)
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) {
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_render_interval = std::min<float>(1.f/1.f, _render_interval);
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;
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// min over non animations in all cases
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_render_interval = std::min<float>(pm_interval, cg_interval);
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_render_interval = std::min<float>(_render_interval, tc_unfinished_queue_interval);
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// low delay time window
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if (!_window_hidden && _time_since_event < curr_profile.low_delay_window) {
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_render_interval = std::min<float>(_render_interval, ctc_interval);
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_render_interval = std::min<float>(_render_interval, msgtc_interval);
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_render_interval = std::clamp(
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_render_interval,
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curr_profile.low_delay_min,
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curr_profile.low_delay_max
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);
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// mid delay time window
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} else if (!_window_hidden && _time_since_event < curr_profile.mid_delay_window) {
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_render_interval = std::min<float>(_render_interval, ctc_interval);
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_render_interval = std::min<float>(_render_interval, msgtc_interval);
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_render_interval = std::clamp(
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_render_interval,
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curr_profile.mid_delay_min,
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curr_profile.mid_delay_max
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);
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// timed out or window hidden
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} else {
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_render_interval = std::min<float>(1.f/60.f, _render_interval);
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// no animation timing here
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_render_interval = std::clamp(
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_render_interval,
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curr_profile.else_delay_min,
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curr_profile.else_delay_max
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);
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}
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_time_since_event += time_delta;
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@ -21,6 +21,10 @@
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#include "./tox_avatar_manager.hpp"
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#include "./sdlrenderer_texture_uploader.hpp"
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#include "./texture_cache.hpp"
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#include "./tox_avatar_loader.hpp"
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#include "./message_image_loader.hpp"
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#include "./chat_gui4.hpp"
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#include "./settings_window.hpp"
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#include "./tox_ui_utils.hpp"
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@ -61,6 +65,11 @@ struct MainScreen final : public Screen {
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SDLRendererTextureUploader sdlrtu;
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//OpenGLTextureUploader ogltu;
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ToxAvatarLoader tal;
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TextureCache<void*, Contact3, ToxAvatarLoader> contact_tc;
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MessageImageLoader mil;
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TextureCache<void*, Message3Handle, MessageImageLoader> msg_tc;
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ChatGui4 cg;
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SettingsWindow sw;
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ToxUIUtils tuiu;
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@ -2,8 +2,9 @@
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#include <chrono>
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#include <array>
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#include <limits>
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void TextureEntry::doAnimation(const int64_t ts_now) {
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int64_t TextureEntry::doAnimation(const int64_t ts_now) {
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if (frame_duration.size() > 1) { // is animation
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do { // why is this loop so ugly
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const int64_t duration = getDuration();
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@ -11,11 +12,13 @@ void TextureEntry::doAnimation(const int64_t ts_now) {
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timestamp_last_rendered += duration;
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next();
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} else {
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break;
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// return ts for next frame
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return timestamp_last_rendered + duration;
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}
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} while(true);
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} while (true);
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} else {
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timestamp_last_rendered = ts_now;
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return std::numeric_limits<int64_t>::max(); // static image
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}
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}
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@ -50,7 +50,8 @@ struct TextureEntry {
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current_texture = (current_texture + 1) % frame_duration.size();
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}
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void doAnimation(const int64_t ts_now);
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// returns ts for next frame
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int64_t doAnimation(const int64_t ts_now);
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template<typename TextureType>
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TextureType getID(void) {
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@ -133,14 +134,16 @@ struct TextureCache {
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}
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}
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void update(void) {
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float update(void) {
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const uint64_t ts_now = Message::getTimeMS();
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uint64_t ts_min_next = ts_now + ms_before_purge;
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std::vector<KeyType> to_purge;
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for (auto&& [key, te] : _cache) {
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if (te.rendered_this_frame) {
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te.doAnimation(ts_now);
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const uint64_t ts_next = te.doAnimation(ts_now);
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te.rendered_this_frame = false;
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ts_min_next = std::min(ts_min_next, ts_next);
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} else if (_cache.size() > min_count_before_purge && ts_now - te.timestamp_last_rendered >= ms_before_purge) {
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to_purge.push_back(key);
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}
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@ -148,7 +151,10 @@ struct TextureCache {
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invalidate(to_purge);
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// we ignore the default texture ts :)
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_default_texture.doAnimation(ts_now);
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return (ts_min_next - ts_now) / 1000.f;
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}
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void invalidate(const std::vector<KeyType>& to_purge) {
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@ -169,14 +175,14 @@ struct TextureCache {
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auto new_entry_opt = _l.load(_tu, *it);
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if (new_entry_opt.has_value()) {
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_cache.emplace(*it, new_entry_opt.value());
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_to_load.erase(it);
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// TODO: not a good idea
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it = _to_load.erase(it);
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// TODO: not a good idea?
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break; // end load from queue/onlyload 1 per update
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}
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}
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it++;
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// peak
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return it != _to_load.end();
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}
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};
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