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/*
 * Copyright (c) 2002-2012 LWJGL Project
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'LWJGL' nor the names of
 *   its contributors may be used to endorse or promote products derived
 *   from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package com.badlogic.gdx.backends.lwjgl3;

import static org.lwjgl.glfw.GLFW.glfwGetTime;

/** A highly accurate sync method that continually adapts to the system it runs on to provide reliable results.
 *
 * @author Riven
 * @author kappaOne */
class Sync {

	/** number of nano seconds in a second */
	private static final long NANOS_IN_SECOND = 1000L * 1000L * 1000L;

	/** The time to sleep/yield until the next frame */
	private long nextFrame = 0;

	/** whether the initialisation code has run */
	private boolean initialised = false;

	/** for calculating the averages the previous sleep/yield times are stored */
	private RunningAvg sleepDurations = new RunningAvg(10);
	private RunningAvg yieldDurations = new RunningAvg(10);

	public Sync () {

	}

	/** An accurate sync method that will attempt to run at a constant frame rate. It should be called once every frame.
	 *
	 * @param fps - the desired frame rate, in frames per second */
	public void sync (int fps) {
		if (fps <= 0) return;
		if (!initialised) initialise();

		try {
			// sleep until the average sleep time is greater than the time remaining till nextFrame
			for (long t0 = getTime(), t1; (nextFrame - t0) > sleepDurations.avg(); t0 = t1) {
				Thread.sleep(1);
				sleepDurations.add((t1 = getTime()) - t0); // update average sleep time
			}

			// slowly dampen sleep average if too high to avoid yielding too much
			sleepDurations.dampenForLowResTicker();

			// yield until the average yield time is greater than the time remaining till nextFrame
			for (long t0 = getTime(), t1; (nextFrame - t0) > yieldDurations.avg(); t0 = t1) {
				Thread.yield();
				yieldDurations.add((t1 = getTime()) - t0); // update average yield time
			}
		} catch (InterruptedException e) {

		}

		// schedule next frame, drop frame(s) if already too late for next frame
		nextFrame = Math.max(nextFrame + NANOS_IN_SECOND / fps, getTime());
	}

	/** This method will initialise the sync method by setting initial values for sleepDurations/yieldDurations and nextFrame.
	 *
	 * If running on windows it will start the sleep timer fix. */
	private void initialise () {
		initialised = true;

		sleepDurations.init(1000 * 1000);
		yieldDurations.init((int)(-(getTime() - getTime()) * 1.333));

		nextFrame = getTime();

		String osName = System.getProperty("os.name");

		if (osName.startsWith("Win")) {
			// On windows the sleep functions can be highly inaccurate by
			// over 10ms making in unusable. However it can be forced to
			// be a bit more accurate by running a separate sleeping daemon
			// thread.
			Thread timerAccuracyThread = new Thread(new Runnable() {
				public void run () {
					try {
						Thread.sleep(Long.MAX_VALUE);
					} catch (Exception e) {
					}
				}
			});

			timerAccuracyThread.setName("LWJGL3 Timer");
			timerAccuracyThread.setDaemon(true);
			timerAccuracyThread.start();
		}
	}

	/** Get the system time in nano seconds
	 *
	 * @return will return the current time in nano's */
	private long getTime () {
		return (long)(glfwGetTime() * NANOS_IN_SECOND);
	}

	private class RunningAvg {
		private final long[] slots;
		private int offset;

		private static final long DAMPEN_THRESHOLD = 10 * 1000L * 1000L; // 10ms
		private static final float DAMPEN_FACTOR = 0.9f; // don't change: 0.9f is exactly right!

		public RunningAvg (int slotCount) {
			this.slots = new long[slotCount];
			this.offset = 0;
		}

		public void init (long value) {
			while (this.offset < this.slots.length) {
				this.slots[this.offset++] = value;
			}
		}

		public void add (long value) {
			this.slots[this.offset++ % this.slots.length] = value;
			this.offset %= this.slots.length;
		}

		public long avg () {
			long sum = 0;
			for (int i = 0; i < this.slots.length; i++) {
				sum += this.slots[i];
			}
			return sum / this.slots.length;
		}

		public void dampenForLowResTicker () {
			if (this.avg() > DAMPEN_THRESHOLD) {
				for (int i = 0; i < this.slots.length; i++) {
					this.slots[i] *= DAMPEN_FACTOR;
				}
			}
		}
	}
}




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