[OpenTK] Simplify and improve timing calculations

This patch modifies GameWindow.Run() to use a single stopwatch instead
of two separate stopwatches for timing UpdateFrame and RenderFrame
events.

It improves timing accuracy for issue #20 (FrameEventArgs.Time
Inconsistencies)
This commit is contained in:
Stefanos A. 2014-01-06 01:57:54 +01:00
parent 88c57db5b6
commit 83f54f70aa

View file

@ -87,7 +87,6 @@ namespace OpenTK
double update_time, render_time;
VSyncMode vsync;
Stopwatch update_watch = new Stopwatch(), render_watch = new Stopwatch();
double next_render = 0.0, next_update = 0.0;
FrameEventArgs update_args = new FrameEventArgs();
FrameEventArgs render_args = new FrameEventArgs();
@ -403,9 +402,12 @@ namespace OpenTK
//Move += DispatchUpdateAndRenderFrame;
//Resize += DispatchUpdateAndRenderFrame;
Debug.Print("Calibrating Stopwatch to account for drift");
CalibrateStopwatch();
Debug.Print("Stopwatch overhead: {0}", stopwatch_overhead);
Debug.Print("Entering main loop.");
update_watch.Start();
render_watch.Start();
watch.Start();
while (true)
{
ProcessEvents();
@ -429,100 +431,94 @@ namespace OpenTK
}
}
void DispatchUpdateAndRenderFrame(object sender, EventArgs e)
double stopwatch_overhead = 0;
void CalibrateStopwatch()
{
RaiseUpdateFrame(update_watch, ref next_update, update_args);
RaiseRenderFrame(render_watch, ref next_render, render_args);
// Make sure everything is JITted
watch.Start();
stopwatch_overhead = watch.Elapsed.TotalSeconds;
watch.Stop();
watch.Reset();
// Measure stopwatch overhead
const int count = 10;
for (int i = 0; i < count; i++)
{
watch.Start();
double sample = watch.Elapsed.TotalSeconds;
if (sample < 0 || sample > 0.1)
{
// calculation failed, repeat
i--;
continue;
}
stopwatch_overhead += sample;
watch.Stop();
watch.Reset();
}
stopwatch_overhead /= 10;
}
void RaiseUpdateFrame(Stopwatch update_watch, ref double next_update, FrameEventArgs update_args)
Stopwatch watch = new Stopwatch();
double update_timestamp = 0;
double render_timestamp = 0;
double update_elapsed = 0;
double render_elapsed = 0;
void DispatchUpdateAndRenderFrame(object sender, EventArgs e)
{
int num_updates = 0;
double total_update_time = 0;
const int max_frameskip = 10;
int frameskip = 0;
double timestamp = 0;
// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
double time = update_watch.Elapsed.TotalSeconds;
if (time <= 0)
do
{
// Protect against negative Stopwatch.Elapsed values.
// See http://connect.microsoft.com/VisualStudio/feedback/details/94083/stopwatch-returns-negative-elapsed-time
update_watch.Reset();
update_watch.Start();
return;
}
if (time > 1.0)
time = 1.0;
// Raise UpdateFrame events until we catch up with our target update rate.
timestamp = watch.Elapsed.TotalSeconds;
update_elapsed = MathHelper.Clamp(timestamp - update_timestamp, 0.0, 1.0);
update_timestamp = timestamp;
RaiseUpdateFrame(update_elapsed, ref next_update);
} while (next_update > 0 && ++frameskip < max_frameskip);
// Calculate statistics
//update_period = total_update_time / (double)num_updates;
// Raise UpdateFrame events until we catch up with our target update rate.
while (next_update - time <= 0 && time > 0)
timestamp = watch.Elapsed.TotalSeconds;
render_elapsed = MathHelper.Clamp(timestamp - render_timestamp, 0.0, 1.0);
render_timestamp = timestamp;
RaiseRenderFrame(render_elapsed, ref next_render);
}
void RaiseUpdateFrame(double time, ref double next_update)
{
double time_left = next_render - time;
if (time_left <= 0.0 && time > 0)
{
next_update -= time;
update_args.Time = time;
OnUpdateFrameInternal(update_args);
time = update_time = Math.Max(update_watch.Elapsed.TotalSeconds, 0) - time;
// Stopwatches are not accurate over long time periods.
// We accumulate the total elapsed time into the time variable
// while reseting the Stopwatch frequently.
update_watch.Reset();
update_watch.Start();
// Don't schedule a new update more than 1 second in the future.
// Sometimes the hardware cannot keep up with updates
// (e.g. when the update rate is too high, or the UpdateFrame processing
// is too costly). This cap ensures we can catch up in a reasonable time
// once the load becomes lighter.
next_update += TargetUpdatePeriod;
next_update = time_left + TargetUpdatePeriod;
next_update = Math.Max(next_update, -1.0);
total_update_time += update_time;
// Allow up to 10 consecutive UpdateFrame events to prevent the
// application from "hanging" when the hardware cannot keep up
// with the requested update rate.
if (++num_updates >= 10 || TargetUpdateFrequency == 0.0)
break;
}
// Calculate statistics
if (num_updates > 0)
{
update_period = total_update_time / (double)num_updates;
}
}
void RaiseRenderFrame(Stopwatch render_watch, ref double next_render, FrameEventArgs render_args)
void RaiseRenderFrame(double time, ref double next_render)
{
// Cap the maximum time drift to 1 second (e.g. when the process is suspended).
double time = render_watch.Elapsed.TotalSeconds;
if (time <= 0)
{
// Protect against negative Stopwatch.Elapsed values.
// See http://connect.microsoft.com/VisualStudio/feedback/details/94083/stopwatch-returns-negative-elapsed-time
render_watch.Reset();
render_watch.Start();
return;
}
if (time > 1.0)
time = 1.0;
double time_left = next_render - time;
if (time_left <= 0.0 && time > 0)
{
// Schedule next render event. The 1 second cap ensures
// the process does not appear to hang.
next_render = time_left + TargetRenderPeriod;
if (next_render < -1.0)
next_render = -1.0;
render_watch.Reset();
render_watch.Start();
if (time > 0)
{
render_period = render_args.Time = time;
OnRenderFrameInternal(render_args);
render_time = render_watch.Elapsed.TotalSeconds;
}
// Schedule next render event. The 1 second cap ensures
// the process does not appear to hang.
next_render = time_left + TargetRenderPeriod;
next_update = Math.Max(next_update, -1.0);
}
}