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Updated hybrid of original busy-wait frame rate throttling loop combined with

a safe undersleep() to conserve cpu.  Essentially we undersleep our target by
just a bit (to avoid the chance of oversleeping.)  Then we finish off the
remaining time slice with a busy-wait loop.
This commit is contained in:
curt 2005-03-09 21:56:00 +00:00
parent d1168b493a
commit 2e308fe928

View file

@ -47,16 +47,13 @@
#include <simgear/timing/sg_time.hxx>
#include <simgear/math/sg_random.h>
// Class refferences
// Class references
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <Time/light.hxx>
#include <Include/general.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/hud.hxx>
@ -233,19 +230,57 @@ static void fgMainLoop( void ) {
double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
if ( throttle_hz > 0.0 && scenery_loaded ) {
static double remainder = 0.0;
// optionally throttle the frame rate (to get consistant frame
// rates or reduce cpu usage.
// simple frame rate throttle
double dt = 1000000.0 / throttle_hz + remainder;
int wait = dt / 1000;
remainder = dt - ( wait * 1000.0 );
double frame_us = 1000000.0 / throttle_hz;
current_time_stamp.stamp();
int t_ms = (int) ( ( current_time_stamp - last_time_stamp ) / 1000 ) ; /* Convert to ms */
if ( t_ms < wait ) {
ulMilliSecondSleep ( wait - t_ms ) ;
#define FG_SLEEP_BASED_TIMING 1
#if defined(FG_SLEEP_BASED_TIMING)
// sleep based timing loop.
//
// Calling sleep, even usleep() on linux is less accurate than
// we like, but it does free up the cpu for other tasks during
// the sleep so it is desireable. Because of the way sleep()
// is implimented in consumer operating systems like windows
// and linux, you almost always sleep a little longer than the
// requested amount.
//
// To combat the problem of sleeping to long, we calculate the
// desired wait time and shorten it by 2000us (2ms) to avoid
// [hopefully] over-sleep'ing. The 2ms value was arrived at
// via experimentation. We follow this up at the end with a
// simple busy-wait loop to get the final pause timing exactly
// right.
//
// Assuming we don't oversleep by more than 2000us, this
// should be a reasonable compromise between sleep based
// waiting, and busy waiting.
// sleep() will always overshoot by a bit so undersleep by
// 2000us in the hopes of never oversleeping.
frame_us -= 2000.0;
if ( frame_us < 0.0 ) {
frame_us = 0.0;
}
current_time_stamp.stamp();
/* Convert to ms */
double elapsed_us = current_time_stamp - last_time_stamp;
if ( elapsed_us < frame_us ) {
double requested_us = frame_us - elapsed_us;
ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
}
#endif
// busy wait timing loop.
//
// This yields the most accurate timing. If the previous
// ulMilliSecondSleep() call is ommitted this will peg the cpu
// (which is just fine if FG is the only app you care about.)
current_time_stamp.stamp();
while ( current_time_stamp - last_time_stamp < frame_us ) {
current_time_stamp.stamp();
}
} else {
// run as fast as the app will go
current_time_stamp.stamp();