System: Further improve frame timing consistency
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@ -1542,10 +1542,13 @@ void System::Execute()
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s_presents_since_last_update++;
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}
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System::UpdatePerformanceCounters();
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if (s_throttler_enabled)
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System::Throttle();
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// Update perf counters *after* throttling, we want to measure from start-of-frame
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// to start-of-frame, not end-of-frame to end-of-frame (will be noisy due to different
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// amounts of computation happening in each frame).
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System::UpdatePerformanceCounters();
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}
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}
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@ -2189,7 +2192,7 @@ void System::Throttle()
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// If we're running too slow, advance the next frame time based on the time we lost. Effectively skips
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// running those frames at the intended time, because otherwise if we pause in the debugger, we'll run
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// hundreds of frames when we resume.
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const Common::Timer::Value current_time = Common::Timer::GetCurrentValue();
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Common::Timer::Value current_time = Common::Timer::GetCurrentValue();
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if (current_time > s_next_frame_time)
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{
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const Common::Timer::Value diff = static_cast<s64>(current_time) - static_cast<s64>(s_next_frame_time);
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@ -2197,7 +2200,13 @@ void System::Throttle()
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return;
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}
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Common::Timer::SleepUntil(s_next_frame_time, true);
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// Use a spinwait if we undersleep for all platforms except android.. don't want to burn battery.
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// Linux also seems to do a much better job of waking up at the requested time.
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#if defined(__linux__) || defined(__ANDROID__)
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Common::Timer::SleepUntil(s_next_frame_time, g_settings.display_all_frames);
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#else
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Common::Timer::SleepUntil(s_next_frame_time, false);
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#endif
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}
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void System::RunFrames()
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