static bool Cmd_GetFPS_Execute(COMMAND_ARGS)
{
#if 0
	float			frameTime = g_timeInfo->frameTime;
#else
	float			frameTime = GetAverageFrameTime();
#endif

	// clamp to prevent weird behavior
	const float	kFPSCap = 10000.0f;	// 10K FPS ought to be enough for anybody
	const float kMinFrameTime = 1.0f / kFPSCap;

	if(frameTime < kMinFrameTime) frameTime = kMinFrameTime;

	*result = 1.0f / frameTime;

	return true;
}
Example #2
0
void gkTimer::UpdateOnFrameStart()
{
	if(!m_bEnabled)
		return;

	if (sys_max_fps != 0)
	{
		CTimeValue timeFrameMax;
		timeFrameMax.SetMilliSeconds((int64)(1000.f/(float)sys_max_fps));
		static CTimeValue sTimeLast = gEnv->pTimer->GetAsyncTime();
		const CTimeValue timeLast = timeFrameMax + sTimeLast;
		while(timeLast.GetValue() > gEnv->pTimer->GetAsyncTime().GetValue())
		{
			volatile int i=0;
			while(i++ < 1000);
		}
		sTimeLast = gEnv->pTimer->GetAsyncTime();
	}




	assert(m_pfnUpdate);		// call Init() before

	if ((m_nFrameCounter & 127)==0)
	{
		// every bunch of frames, check frequency to adapt to
		// CPU power management clock rate changes
#ifdef OS_WIN32
		LARGE_INTEGER TTicksPerSec;
		if (QueryPerformanceFrequency(&TTicksPerSec))
		{ 
			// if returns false, no performance counter is available
			m_lTicksPerSec=TTicksPerSec.QuadPart;
		}
#endif
	}

	m_nFrameCounter++;

#ifdef PROFILING
	m_fFrameTime = 0.020f; // 20ms = 50fps
	g_lCurrentTime += (int)(m_fFrameTime*(float)(CTimeValue::TIMEVALUE_PRECISION));
	m_lCurrentTime = g_lCurrentTime;
	m_lLastTime = m_lCurrentTime;
	RefreshGameTime(m_lCurrentTime);
	RefreshUITime(m_lCurrentTime);
	return;
#endif
 
	int64 now = (*m_pfnUpdate)();

	if (m_lForcedGameTime >= 0)
	{
		// m_lCurrentTime contains the time, which should be current
		// but time has passed since Serialize until UpdateOnFrameStart
		// so we have to make sure to compensate!
		m_lOffsetTime = m_lForcedGameTime - now + m_lBaseTime;
		m_lLastTime = now - m_lBaseTime;
		m_lForcedGameTime = -1;
	}

	// Real time. 
	m_lCurrentTime = now - m_lBaseTime;

	//m_fRealFrameTime = m_fFrameTime = (float)(m_lCurrentTime-m_lLastTime) / (float)(m_lTicksPerSec);
	m_fRealFrameTime = m_fFrameTime = (float)((double)(m_lCurrentTime-m_lLastTime) / (double)(m_lTicksPerSec));

	if( 0 != m_fixed_time_step) // Absolute zero used as a switch. looks wrong, but runs right ;-)
	{
#ifdef OS_WIN32
		if (m_fixed_time_step < 0)
		{
			// Enforce real framerate by sleeping.
			float sleep = -m_fixed_time_step - m_fFrameTime;
	
			if (sleep > 0)
			{
				// while first
//				float now = GetAsyncCurTime();
				bool breaksleep = 0;
// 				if (sleep < 0.01f)
// 				{
// 					for (int i=0; i < 1000000; ++i)
// 					{
// 						if( GetAsyncCurTime() - now > sleep )
// 						{
// 							breaksleep = 1;
// 							break;
// 						}
// 					}
// 				}

				if (!breaksleep)
				{
					Sleep((unsigned int)(sleep*1000.f));
					m_lCurrentTime = (*m_pfnUpdate)() - m_lBaseTime;
					//m_fRealFrameTime = (float)(m_lCurrentTime-m_lLastTime) / (float)(m_lTicksPerSec);
					m_fRealFrameTime = (float)((double)(m_lCurrentTime-m_lLastTime) / (double)(m_lTicksPerSec));	
				}
			
			}
		}
#endif
		m_fFrameTime = abs(m_fixed_time_step);
	}
	else
	{
		// Clamp it
		m_fFrameTime = min(m_fFrameTime, m_max_time_step);

		// Dilate it.
		m_fFrameTime *= m_time_scale;
	}

	if (m_fFrameTime < 0) 
		m_fFrameTime = 0;



//-----------------------------------------------

	if(m_TimeSmoothing>0)
	{
	/*
		if(m_TimeSmoothing>FPS_FRAMES-1)
			m_TimeSmoothing=FPS_FRAMES-2;

		if(m_fFrameTime < 0.0000001f)
			m_fFrameTime = 0.0000001f;

		m_previousTimes[m_timecount] = m_fFrameTime;

		m_timecount++;
		if(m_timecount>=m_TimeSmoothing)
			m_timecount=0;

		// average multiple frames together to smooth changes out a bit
		float total = 0;
		for(int i = 0 ; i < m_TimeSmoothing+1; i++ ) 
			total += m_previousTimes[i];	
	    
		if(!total) 
			total = 1;

		m_fFrameTime=total/(float)(m_TimeSmoothing+1);
*/
		m_fAverageFrameTime = GetAverageFrameTime( 0.25f, m_fFrameTime, m_fAverageFrameTime); 
		m_fFrameTime=m_fAverageFrameTime;
	}

	//else

	{	
		// Adjust.
		if (m_fFrameTime != m_fRealFrameTime)
		{
			float fBefore = GetAsyncCurTime();
			int64 nAdjust = (int64)((m_fFrameTime - m_fRealFrameTime) * (double)(m_lTicksPerSec));
			m_lCurrentTime += nAdjust;
			m_lBaseTime -= nAdjust;
		}
	}

	RefreshUITime(m_lCurrentTime);
	if (m_bGameTimerPaused == false)
		RefreshGameTime(m_lCurrentTime);

	m_lLastTime = m_lCurrentTime;

	if (m_fRealFrameTime < 0.f)
		// Can happen after loading a saved game and 
		// at any time on dual core AMD machines and laptops :)
		m_fRealFrameTime = 0.0f;

	UpdateBlending();
}