main cleanup, disable vsync for now and improve sleep and repsonsivnes
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This commit is contained in:
Green Sky 2025-01-31 14:10:06 +01:00
parent 549acd645c
commit d91eb4d282
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@ -82,15 +82,25 @@ int main(int argc, char** argv) {
std::cerr << "SDL_CreateRenderer failed (" << SDL_GetError() << ")\n";
return 1;
}
SDL_SetRenderVSync(renderer.get(), SDL_RENDERER_VSYNC_ADAPTIVE);
std::cout << "SDL Renderer: " << SDL_GetRendererName(renderer.get()) << "\n";
//SDL_SetRenderVSync(renderer.get(), SDL_RENDERER_VSYNC_ADAPTIVE);
SDL_SetRenderVSync(renderer.get(), SDL_RENDERER_VSYNC_DISABLED);
{
std::cout << "SDL Renderer: '" << SDL_GetRendererName(renderer.get());
int vsync {SDL_RENDERER_VSYNC_DISABLED};
if (SDL_GetRenderVSync(renderer.get(), &vsync)) {
std::cout << "' vsync: " << vsync << "\n";
} else {
std::cout << "'\n";
}
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImPlot::CreateContext();
// TODO: test android behaviour
float display_scale = SDL_GetWindowDisplayScale(window.get());
if (display_scale < 0.001f) {
// error?
@ -161,6 +171,8 @@ int main(int argc, char** argv) {
// can do both in the same loop
if (render) {
const auto render_start_time = std::chrono::steady_clock::now();
ImGui_ImplSDLRenderer3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
@ -175,63 +187,47 @@ int main(int argc, char** argv) {
ImGui::Render();
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer.get());
// TODO: time mesurements and dynamically reduce fps if present takes long
SDL_RenderPresent(renderer.get());
// clearing after present is (should) more performant, but first frame is a mess
SDL_SetRenderDrawColor(renderer.get(), 0x10, 0x10, 0x10, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer.get());
const auto render_end_time = std::chrono::steady_clock::now();
float render_duration = std::chrono::duration<float, std::chrono::seconds::period>(render_end_time - render_start_time).count();
if (render_duration > 0.1666f) { // ~60fps
std::cerr << "MAIN warning: render took very long: " << render_duration << "s\n";
}
last_time_render = new_time;
}
#if 1
if (render || tick) {
// why is windows like this
//std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
SDL_Delay(1); // yield for 1ms
} else {
#if 0
// pretty hacky and spins if close to next update
// if next loop >= 1ms away, wait 1ms
if (time_delta_tick+0.001f < screen->nextTick() && time_delta_render+0.001f < screen->nextRender()) {
std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
}
#else
// dynamic sleep, sleeps the reminder till next update
//std::this_thread::sleep_for(std::chrono::duration<float, std::chrono::seconds::period>(
//std::min<float>(
//screen->nextTick() - time_delta_tick,
//screen->nextRender() - time_delta_render
//)
//));
const float min_delay =
std::min<float>(
std::min<float>(
screen->nextTick() - time_delta_tick,
screen->nextRender() - time_delta_render
),
0.25f // dont sleep too long
0.5f // dont sleep too long
) * 1000.f;
if (min_delay > 0.f) {
SDL_Delay(uint32_t(min_delay));
// mix both worlds to try to reasonable improve responsivenes
if (min_delay > 200.f) {
SDL_Delay(uint32_t(min_delay - 200.f));
} else if (min_delay > 0.f) {
// you are annoyingly in efficent
SDL_WaitEventTimeout(nullptr, int32_t(min_delay));
}
// better in theory, but consumes more cpu on linux for some reason
//SDL_WaitEventTimeout(nullptr, int32_t(
//std::min<float>(
//screen->nextTick() - time_delta_tick,
//screen->nextRender() - time_delta_render
//) * 1000.f
//));
#endif
//SDL_WaitEventTimeout(nullptr, int32_t(min_delay));
}
#else
// why is windows like this
//std::this_thread::sleep_for(std::chrono::milliseconds(1)); // yield for 1ms
SDL_Delay(1); // yield for 1ms
#endif
}
// TODO: use scope for the unique ptrs