Sleep between frames to save CPU cycles
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@@ -146,26 +146,22 @@ int32 Engine::Main(const Char* cmdLine)
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EngineImpl::IsReady = true;
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// Main engine loop
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bool canDraw = true; // Prevent drawing 2 or more frames in a row without update or fixed update (nothing will change)
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const bool useSleep = true; // TODO: this should probably be a platform setting
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while (!ShouldExit())
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{
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#if 0
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// TODO: test it more and maybe use in future to reduce CPU usage
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// Reduce CPU usage by introducing idle time if the engine is running very fast and has enough time to spend
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{
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float tickFps;
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auto tick = Time->GetHighestFrequency(tickFps);
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double tickTargetStepTime = 1.0 / tickFps;
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double nextTick = tick->LastEnd + tickTargetStepTime;
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double timeToTick = nextTick - Platform::GetTimeSeconds();
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int32 sleepTimeMs = Math::Min(4, Math::FloorToInt(timeToTick * (1000.0 * 0.8))); // Convert seconds to milliseconds and apply adjustment with limit
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if (!Device->WasVSyncUsed() && sleepTimeMs > 0)
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{
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PROFILE_CPU_NAMED("Idle");
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Platform::Sleep(sleepTimeMs);
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}
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}
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#endif
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// Reduce CPU usage by introducing idle time if the engine is running very fast and has enough time to spend
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if ((useSleep && Time::UpdateFPS > 0) || !Platform::GetHasFocus())
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{
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double nextTick = Time::GetNextTick();
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double timeToTick = nextTick - Platform::GetTimeSeconds();
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// Sleep less than needed, some platforms may sleep slightly more than requested
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if (timeToTick > 0.002)
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{
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PROFILE_CPU_NAMED("Idle");
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Platform::Sleep(1);
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}
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}
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// App paused logic
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if (Platform::GetIsPaused())
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@@ -187,7 +183,6 @@ int32 Engine::Main(const Char* cmdLine)
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OnUpdate();
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OnLateUpdate();
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Time::OnEndUpdate();
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canDraw = true;
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}
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// Start physics simulation
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@@ -195,16 +190,14 @@ int32 Engine::Main(const Char* cmdLine)
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{
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OnFixedUpdate();
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Time::OnEndPhysics();
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canDraw = true;
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}
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// Draw frame
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if (canDraw && Time::OnBeginDraw())
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if (Time::OnBeginDraw())
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{
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OnDraw();
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Time::OnEndDraw();
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FrameMark;
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canDraw = false;
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}
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// Collect physics simulation results (does nothing if Simulate hasn't been called in the previous loop step)
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@@ -70,6 +70,7 @@ void Time::TickData::OnBeforeRun(float targetFps, double currentTime)
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LastLength = static_cast<double>(DeltaTime.Ticks) / Constants::TicksPerSecond;
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LastBegin = currentTime - LastLength;
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LastEnd = currentTime;
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NextBegin = targetFps > ZeroTolerance ? LastBegin + (1.0f / targetFps) : 0.0;
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}
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void Time::TickData::OnReset(float targetFps, double currentTime)
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@@ -91,10 +92,18 @@ bool Time::TickData::OnTickBegin(float targetFps, float maxDeltaTime)
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}
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else
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{
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deltaTime = Math::Clamp(time - LastBegin, 0.0, (double)maxDeltaTime);
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const double minDeltaTime = targetFps > ZeroTolerance ? 1.0 / (double)targetFps : 0.0;
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if (deltaTime < minDeltaTime)
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if (time < NextBegin)
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return false;
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deltaTime = Math::Max((time - LastBegin), 0.0);
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if (deltaTime > maxDeltaTime)
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{
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deltaTime = (double)maxDeltaTime;
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NextBegin = time;
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}
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if (targetFps > ZeroTolerance)
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NextBegin += (1.0 / targetFps);
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}
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// Update data
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@@ -135,10 +144,19 @@ bool Time::FixedStepTickData::OnTickBegin(float targetFps, float maxDeltaTime)
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}
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else
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{
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deltaTime = Math::Clamp(time - LastBegin, 0.0, (double)maxDeltaTime);
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minDeltaTime = targetFps > ZeroTolerance ? 1.0 / (double)targetFps : 0.0;
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if (deltaTime < minDeltaTime)
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if (time < NextBegin)
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return false;
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minDeltaTime = targetFps > ZeroTolerance ? 1.0 / targetFps : 0.0;
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deltaTime = Math::Max((time - LastBegin), 0.0);
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if (deltaTime > maxDeltaTime)
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{
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deltaTime = (double)maxDeltaTime;
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NextBegin = time;
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}
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if (targetFps > ZeroTolerance)
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NextBegin += (1.0 / targetFps);
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}
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Samples.Add(deltaTime);
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@@ -158,26 +176,23 @@ bool Time::FixedStepTickData::OnTickBegin(float targetFps, float maxDeltaTime)
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return true;
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}
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Time::TickData* Time::GetHighestFrequency(float& fps)
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double Time::GetNextTick()
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{
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const auto updateFps = UpdateFPS;
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const auto drawFps = DrawFPS;
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const auto physicsFps = PhysicsFPS;
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const double nextUpdate = Time::Update.NextBegin;
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const double nextPhysics = Time::Physics.NextBegin;
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const double nextDraw = Time::Draw.NextBegin;
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if (physicsFps >= drawFps && physicsFps >= updateFps)
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{
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fps = physicsFps;
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return &Physics;
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}
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double nextTick = MAX_double;
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if (UpdateFPS > 0 && nextUpdate < nextTick)
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nextTick = nextUpdate;
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if (PhysicsFPS > 0 && nextPhysics < nextTick)
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nextTick = nextPhysics;
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if (DrawFPS > 0 && nextDraw < nextTick)
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nextTick = nextDraw;
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if (drawFps >= physicsFps && drawFps >= updateFps)
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{
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fps = drawFps;
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return &Draw;
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}
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fps = updateFps;
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return &Update;
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if (nextTick == MAX_double)
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return 0.0;
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return nextTick;
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}
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void Time::SetGamePaused(bool value)
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@@ -48,6 +48,11 @@ public:
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/// </summary>
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double LastLength;
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/// <summary>
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/// The next tick start time.
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/// </summary>
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double NextBegin;
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/// <summary>
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/// The delta time.
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/// </summary>
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@@ -167,11 +172,10 @@ public:
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}
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/// <summary>
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/// Gets the tick data that uses the highest frequency for the ticking.
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/// Gets the time of next upcoming tick data of ticking group with defined update frequency.
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/// </summary>
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/// <param name="fps">The FPS rate of the highest frequency ticking group.</param>
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/// <returns>The tick data.</returns>
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static TickData* GetHighestFrequency(float& fps);
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/// <returns>The time of next tick.</returns>
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static double GetNextTick();
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/// <summary>
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/// Gets the value indicating whenever game logic is paused (physics, script updates, etc.).
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@@ -185,7 +189,7 @@ public:
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/// <summary>
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/// Sets the value indicating whenever game logic is paused (physics, script updates, etc.).
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/// </summary>
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/// <param name="value">>True if pause game logic, otherwise false.</param>
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/// <param name="value">True if pause game logic, otherwise false.</param>
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API_PROPERTY() static void SetGamePaused(bool value);
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/// <summary>
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