main cleanup, disable vsync for now and improve sleep and repsonsivnes
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parent
549acd645c
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66
src/main.cpp
66
src/main.cpp
@ -82,15 +82,25 @@ int main(int argc, char** argv) {
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std::cerr << "SDL_CreateRenderer failed (" << SDL_GetError() << ")\n";
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return 1;
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}
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SDL_SetRenderVSync(renderer.get(), SDL_RENDERER_VSYNC_ADAPTIVE);
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std::cout << "SDL Renderer: " << SDL_GetRendererName(renderer.get()) << "\n";
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//SDL_SetRenderVSync(renderer.get(), SDL_RENDERER_VSYNC_ADAPTIVE);
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SDL_SetRenderVSync(renderer.get(), SDL_RENDERER_VSYNC_DISABLED);
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{
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std::cout << "SDL Renderer: '" << SDL_GetRendererName(renderer.get());
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int vsync {SDL_RENDERER_VSYNC_DISABLED};
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if (SDL_GetRenderVSync(renderer.get(), &vsync)) {
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std::cout << "' vsync: " << vsync << "\n";
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} else {
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std::cout << "'\n";
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}
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}
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImPlot::CreateContext();
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// TODO: test android behaviour
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float display_scale = SDL_GetWindowDisplayScale(window.get());
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if (display_scale < 0.001f) {
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// error?
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@ -161,6 +171,8 @@ int main(int argc, char** argv) {
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// can do both in the same loop
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if (render) {
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const auto render_start_time = std::chrono::steady_clock::now();
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ImGui_ImplSDLRenderer3_NewFrame();
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ImGui_ImplSDL3_NewFrame();
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ImGui::NewFrame();
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@ -175,63 +187,47 @@ int main(int argc, char** argv) {
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ImGui::Render();
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ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer.get());
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// TODO: time mesurements and dynamically reduce fps if present takes long
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SDL_RenderPresent(renderer.get());
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// clearing after present is (should) more performant, but first frame is a mess
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SDL_SetRenderDrawColor(renderer.get(), 0x10, 0x10, 0x10, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(renderer.get());
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const auto render_end_time = std::chrono::steady_clock::now();
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float render_duration = std::chrono::duration<float, std::chrono::seconds::period>(render_end_time - render_start_time).count();
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if (render_duration > 0.1666f) { // ~60fps
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std::cerr << "MAIN warning: render took very long: " << render_duration << "s\n";
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}
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last_time_render = new_time;
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}
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#if 1
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if (render || tick) {
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// why is windows like this
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//std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
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SDL_Delay(1); // yield for 1ms
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} else {
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#if 0
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// pretty hacky and spins if close to next update
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// if next loop >= 1ms away, wait 1ms
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if (time_delta_tick+0.001f < screen->nextTick() && time_delta_render+0.001f < screen->nextRender()) {
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std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
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}
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#else
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// dynamic sleep, sleeps the reminder till next update
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//std::this_thread::sleep_for(std::chrono::duration<float, std::chrono::seconds::period>(
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//std::min<float>(
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//screen->nextTick() - time_delta_tick,
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//screen->nextRender() - time_delta_render
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//)
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//));
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const float min_delay =
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std::min<float>(
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std::min<float>(
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screen->nextTick() - time_delta_tick,
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screen->nextRender() - time_delta_render
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),
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0.25f // dont sleep too long
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0.5f // dont sleep too long
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) * 1000.f;
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if (min_delay > 0.f) {
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SDL_Delay(uint32_t(min_delay));
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// mix both worlds to try to reasonable improve responsivenes
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if (min_delay > 200.f) {
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SDL_Delay(uint32_t(min_delay - 200.f));
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} else if (min_delay > 0.f) {
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// you are annoyingly in efficent
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SDL_WaitEventTimeout(nullptr, int32_t(min_delay));
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}
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// better in theory, but consumes more cpu on linux for some reason
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//SDL_WaitEventTimeout(nullptr, int32_t(
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//std::min<float>(
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//screen->nextTick() - time_delta_tick,
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//screen->nextRender() - time_delta_render
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//) * 1000.f
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//));
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#endif
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//SDL_WaitEventTimeout(nullptr, int32_t(min_delay));
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}
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#else
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// why is windows like this
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//std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
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SDL_Delay(1); // yield for 1ms
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#endif
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}
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// TODO: use scope for the unique ptrs
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