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FrameRateLimit.cpp
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169 lines (147 loc) · 4.53 KB
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/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 TheSuperHackers
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "PreRTS.h"
#include "Common/FrameRateLimit.h"
FrameRateLimit::FrameRateLimit()
{
LARGE_INTEGER freq;
LARGE_INTEGER start;
QueryPerformanceFrequency(&freq);
QueryPerformanceCounter(&start);
m_freq = freq.QuadPart;
m_start = start.QuadPart;
}
Real FrameRateLimit::wait(UnsignedInt maxFps)
{
PROFILER_SECTION;
LARGE_INTEGER tick;
QueryPerformanceCounter(&tick);
double elapsedSeconds = static_cast<double>(tick.QuadPart - m_start) / m_freq;
const double targetSeconds = 1.0 / maxFps;
const double sleepSeconds = targetSeconds - elapsedSeconds - 0.002; // leave ~2ms for spin wait
if (sleepSeconds > 0.0)
{
// Non busy wait with Munkee sleep
DWORD dwMilliseconds = static_cast<DWORD>(sleepSeconds * 1000);
Sleep(dwMilliseconds);
}
// Busy wait for remaining time
do
{
QueryPerformanceCounter(&tick);
elapsedSeconds = static_cast<double>(tick.QuadPart - m_start) / m_freq;
}
while (elapsedSeconds < targetSeconds);
m_start = tick.QuadPart;
return (Real)elapsedSeconds;
}
const UnsignedInt RenderFpsPreset::s_fpsValues[] = {
15, 30, 50, 56, 60, 65, 70, 72, 75, 80, 85, 90, 100, 110, 120, 144, 240, 480, UncappedFpsValue };
// TheSuperHackers @info s_fpsValues MUST be strictly ascending; the search loops break on first match.
const UnsignedInt LogicTimeScaleFpsPreset::s_fpsValues[] = {
1, 5, 15, 30, 45, 60, 75, 90, 105, 120, 240, 480, 960, RenderFpsPreset::UncappedFpsValue };
UnsignedInt RenderFpsPreset::getNextFpsValue(UnsignedInt value)
{
const Int first = 0;
const Int last = ARRAY_SIZE(s_fpsValues) - 1;
for (Int i = first; i < last; ++i)
{
if (value >= s_fpsValues[i] && value < s_fpsValues[i + 1])
{
return s_fpsValues[i + 1];
}
}
return s_fpsValues[last];
}
UnsignedInt RenderFpsPreset::getPrevFpsValue(UnsignedInt value)
{
const Int first = 0;
const Int last = ARRAY_SIZE(s_fpsValues) - 1;
for (Int i = last; i > first; --i)
{
if (value <= s_fpsValues[i] && value > s_fpsValues[i - 1])
{
return s_fpsValues[i - 1];
}
}
return s_fpsValues[first];
}
UnsignedInt RenderFpsPreset::changeFpsValue(UnsignedInt value, FpsValueChange change)
{
switch (change)
{
default:
case FpsValueChange_Increase: return getNextFpsValue(value);
case FpsValueChange_Decrease: return getPrevFpsValue(value);
}
}
UnsignedInt LogicTimeScaleFpsPreset::getNextFpsValue(UnsignedInt value, UnsignedInt snapValue)
{
UnsignedInt nextValue = s_fpsValues[ARRAY_SIZE(s_fpsValues) - 1]; // Default to Uncapped
// Check if snapValue (e.g. current render FPS) is the next closest candidate
if (snapValue > value && snapValue < nextValue)
{
nextValue = snapValue;
}
// Check predefined steps
for (size_t i = 0; i < ARRAY_SIZE(s_fpsValues); ++i)
{
if (s_fpsValues[i] > value)
{
if (s_fpsValues[i] < nextValue)
{
nextValue = s_fpsValues[i];
}
break;
}
}
return nextValue;
}
UnsignedInt LogicTimeScaleFpsPreset::getPrevFpsValue(UnsignedInt value, UnsignedInt snapValue)
{
UnsignedInt prevValue = s_fpsValues[0]; // Floor/seed for the search loop
// Check if snapValue (e.g. current render FPS) is the previous closest candidate.
// Note: if snapValue == value, neither branch below fires and the snap point is
// intentionally skipped — the caller must step to a different preset.
if (snapValue < value && snapValue > prevValue)
{
prevValue = snapValue;
}
// Check predefined steps
for (int i = (int)ARRAY_SIZE(s_fpsValues) - 1; i >= 0; --i)
{
if (s_fpsValues[i] < value)
{
if (s_fpsValues[i] > prevValue)
{
prevValue = s_fpsValues[i];
}
break;
}
}
return prevValue;
}
UnsignedInt LogicTimeScaleFpsPreset::changeFpsValue(UnsignedInt value, FpsValueChange change, UnsignedInt snapValue)
{
switch (change)
{
default:
case FpsValueChange_Increase: return getNextFpsValue(value, snapValue);
case FpsValueChange_Decrease: return getPrevFpsValue(value, snapValue);
}
}