win: improve fps timing and fix glfw vsync
parent
80f773ec01
commit
c7c347fa90
|
@ -56017,14 +56017,12 @@ static void swapBuffersWGL(_GLFWwindow* window)
|
|||
{
|
||||
if (!window->monitor)
|
||||
{
|
||||
if (IsWindowsVistaOrGreater())
|
||||
// HACK: Use DwmFlush when desktop composition is enabled on Windows Vista and 7
|
||||
if (!IsWindows8OrGreater() && IsWindowsVistaOrGreater())
|
||||
{
|
||||
// DWM Composition is always enabled on Win8+
|
||||
BOOL enabled = IsWindows8OrGreater();
|
||||
BOOL enabled = FALSE;
|
||||
|
||||
// HACK: Use DwmFlush when desktop composition is enabled
|
||||
if (enabled ||
|
||||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
|
||||
if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
|
||||
{
|
||||
int count = abs(window->context.wgl.interval);
|
||||
while (count--)
|
||||
|
@ -56039,20 +56037,19 @@ static void swapBuffersWGL(_GLFWwindow* window)
|
|||
static void swapIntervalWGL(int interval)
|
||||
{
|
||||
_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
|
||||
assert(window != NULL);
|
||||
|
||||
window->context.wgl.interval = interval;
|
||||
|
||||
if (!window->monitor)
|
||||
{
|
||||
if (IsWindowsVistaOrGreater())
|
||||
// HACK: Disable WGL swap interval when desktop composition is enabled on Windows
|
||||
// Vista and 7 to avoid interfering with DWM vsync
|
||||
if (!IsWindows8OrGreater() && IsWindowsVistaOrGreater())
|
||||
{
|
||||
// DWM Composition is always enabled on Win8+
|
||||
BOOL enabled = IsWindows8OrGreater();
|
||||
BOOL enabled = FALSE;
|
||||
|
||||
// HACK: Disable WGL swap interval when desktop composition is enabled to
|
||||
// avoid interfering with DWM vsync
|
||||
if (enabled ||
|
||||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
|
||||
if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
|
||||
interval = 0;
|
||||
}
|
||||
}
|
||||
|
@ -379093,7 +379090,8 @@ int fps__timing_thread(void *arg) {
|
|||
int64_t tt = (int64_t)(1e9/(float)framerate) - ns_excess;
|
||||
uint64_t took = -time_ns();
|
||||
#if is(win32)
|
||||
timeBeginPeriod(1); Sleep( tt > 0 ? tt/1e6 : 0 );
|
||||
do_once timeBeginPeriod(1);
|
||||
sleep_ns( (float)tt );
|
||||
#else
|
||||
sleep_ns( (float)tt );
|
||||
#endif
|
||||
|
@ -379452,7 +379450,7 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) {
|
|||
//glEnable(GL_TEXTURE_2D);
|
||||
|
||||
// 0:disable vsync, 1:enable vsync, <0:adaptive (allow vsync when framerate is higher than syncrate and disable vsync when framerate drops below syncrate)
|
||||
flags |= optioni("--vsync", 1) || flag("--vsync") ? WINDOW_VSYNC : WINDOW_VSYNC_DISABLED;
|
||||
flags |= optioni("--vsync", 0) || flag("--vsync") ? WINDOW_VSYNC : WINDOW_VSYNC_DISABLED;
|
||||
flags |= optioni("--vsync-adaptive", 0) || flag("--vsync-adaptive") ? WINDOW_VSYNC_ADAPTIVE : 0;
|
||||
int has_adaptive_vsync = glfwExtensionSupported("WGL_EXT_swap_control_tear") || glfwExtensionSupported("GLX_EXT_swap_control_tear") || glfwExtensionSupported("EXT_swap_control_tear");
|
||||
int wants_adaptive_vsync = (flags & WINDOW_VSYNC_ADAPTIVE);
|
||||
|
@ -379487,54 +379485,54 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) {
|
|||
// static camera_t cam = {0}; id44(cam.view); id44(cam.proj); extern camera_t *last_camera; last_camera = &cam;
|
||||
v4k_pre_init();
|
||||
|
||||
// display a progress bar meanwhile cook is working in the background
|
||||
// Sleep(500);
|
||||
if( !COOK_ON_DEMAND )
|
||||
if( have_tools() && cook_jobs() )
|
||||
while( cook_progress() < 100 ) {
|
||||
for( int frames = 0; frames < 2/*10*/ && window_swap(); frames += cook_progress() >= 100 ) {
|
||||
window_title(va("%s %.2d%%", cook_cancelling ? "Aborting" : "Cooking assets", cook_progress()));
|
||||
if( input(KEY_ESC) ) cook_cancel();
|
||||
// display a progress bar meanwhile cook is working in the background
|
||||
// Sleep(500);
|
||||
if( !COOK_ON_DEMAND )
|
||||
if( have_tools() && cook_jobs() )
|
||||
while( cook_progress() < 100 ) {
|
||||
for( int frames = 0; frames < 2/*10*/ && window_swap(); frames += cook_progress() >= 100 ) {
|
||||
window_title(va("%s %.2d%%", cook_cancelling ? "Aborting" : "Cooking assets", cook_progress()));
|
||||
if( input(KEY_ESC) ) cook_cancel();
|
||||
|
||||
glNewFrame();
|
||||
|
||||
static float previous[JOBS_MAX] = {0};
|
||||
|
||||
#define ddraw_progress_bar(JOB_ID, JOB_MAX, PERCENT) do { \
|
||||
/* NDC coordinates (2d): bottom-left(-1,-1), center(0,0), top-right(+1,+1) */ \
|
||||
float progress = (PERCENT+1) / 100.f; if(progress > 1) progress = 1; \
|
||||
float speed = progress < 1 ? 0.05f : 0.75f; \
|
||||
float smooth = previous[JOB_ID] = progress * speed + previous[JOB_ID] * (1-speed); \
|
||||
\
|
||||
float pixel = 2.f / window_height(), dist = smooth*2-1, y = pixel*3*JOB_ID; \
|
||||
if(JOB_ID==0)ddraw_line(vec3(-1,y-pixel*2,0), vec3(1, y-pixel*2,0)); /* full line */ \
|
||||
ddraw_line(vec3(-1,y-pixel ,0), vec3(dist,y-pixel ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+0 ,0), vec3(dist,y+0 ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+pixel ,0), vec3(dist,y+pixel ,0)); /* progress line */ \
|
||||
if(JOB_ID==JOB_MAX-1)ddraw_line(vec3(-1,y+pixel*2,0), vec3(1, y+pixel*2,0)); /* full line */ \
|
||||
} while(0)
|
||||
|
||||
if( FLAGS_TRANSPARENT ) {} else // @transparent
|
||||
for(int i = 0; i < cook_jobs(); ++i) ddraw_progress_bar(i, cook_jobs(), jobs[i].progress);
|
||||
// ddraw_progress_bar(0, 1, cook_progress());
|
||||
|
||||
ddraw_flush();
|
||||
|
||||
do_once window_visible(1);
|
||||
|
||||
// render progress bar at 30Hz + give the cook threads more time to actually cook the assets.
|
||||
// no big deal since progress bar is usually quiet when cooking assets most of the time.
|
||||
// also, make the delay even larger when window is minimized or hidden.
|
||||
// shaved cook times: 88s -> 57s (tcc), 50s -> 43s (vc)
|
||||
sleep_ms( window_has_visible() && window_has_focus() ? 8 : 16 );
|
||||
}
|
||||
// set black screen
|
||||
glNewFrame();
|
||||
window_swap();
|
||||
#if !ENABLE_RETAIL
|
||||
window_title("");
|
||||
#endif
|
||||
|
||||
static float previous[JOBS_MAX] = {0};
|
||||
|
||||
#define ddraw_progress_bar(JOB_ID, JOB_MAX, PERCENT) do { \
|
||||
/* NDC coordinates (2d): bottom-left(-1,-1), center(0,0), top-right(+1,+1) */ \
|
||||
float progress = (PERCENT+1) / 100.f; if(progress > 1) progress = 1; \
|
||||
float speed = progress < 1 ? 0.05f : 0.75f; \
|
||||
float smooth = previous[JOB_ID] = progress * speed + previous[JOB_ID] * (1-speed); \
|
||||
\
|
||||
float pixel = 2.f / window_height(), dist = smooth*2-1, y = pixel*3*JOB_ID; \
|
||||
if(JOB_ID==0)ddraw_line(vec3(-1,y-pixel*2,0), vec3(1, y-pixel*2,0)); /* full line */ \
|
||||
ddraw_line(vec3(-1,y-pixel ,0), vec3(dist,y-pixel ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+0 ,0), vec3(dist,y+0 ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+pixel ,0), vec3(dist,y+pixel ,0)); /* progress line */ \
|
||||
if(JOB_ID==JOB_MAX-1)ddraw_line(vec3(-1,y+pixel*2,0), vec3(1, y+pixel*2,0)); /* full line */ \
|
||||
} while(0)
|
||||
|
||||
if( FLAGS_TRANSPARENT ) {} else // @transparent
|
||||
for(int i = 0; i < cook_jobs(); ++i) ddraw_progress_bar(i, cook_jobs(), jobs[i].progress);
|
||||
// ddraw_progress_bar(0, 1, cook_progress());
|
||||
|
||||
ddraw_flush();
|
||||
|
||||
do_once window_visible(1);
|
||||
|
||||
// render progress bar at 30Hz + give the cook threads more time to actually cook the assets.
|
||||
// no big deal since progress bar is usually quiet when cooking assets most of the time.
|
||||
// also, make the delay even larger when window is minimized or hidden.
|
||||
// shaved cook times: 88s -> 57s (tcc), 50s -> 43s (vc)
|
||||
sleep_ms( window_has_visible() && window_has_focus() ? 8 : 16 );
|
||||
}
|
||||
// set black screen
|
||||
glNewFrame();
|
||||
window_swap();
|
||||
#if !ENABLE_RETAIL
|
||||
window_title("");
|
||||
#endif
|
||||
}
|
||||
|
||||
if(cook_cancelling) cook_stop(), exit(-1);
|
||||
|
||||
|
|
|
@ -23097,14 +23097,12 @@ static void swapBuffersWGL(_GLFWwindow* window)
|
|||
{
|
||||
if (!window->monitor)
|
||||
{
|
||||
if (IsWindowsVistaOrGreater())
|
||||
// HACK: Use DwmFlush when desktop composition is enabled on Windows Vista and 7
|
||||
if (!IsWindows8OrGreater() && IsWindowsVistaOrGreater())
|
||||
{
|
||||
// DWM Composition is always enabled on Win8+
|
||||
BOOL enabled = IsWindows8OrGreater();
|
||||
BOOL enabled = FALSE;
|
||||
|
||||
// HACK: Use DwmFlush when desktop composition is enabled
|
||||
if (enabled ||
|
||||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
|
||||
if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
|
||||
{
|
||||
int count = abs(window->context.wgl.interval);
|
||||
while (count--)
|
||||
|
@ -23119,20 +23117,19 @@ static void swapBuffersWGL(_GLFWwindow* window)
|
|||
static void swapIntervalWGL(int interval)
|
||||
{
|
||||
_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
|
||||
assert(window != NULL);
|
||||
|
||||
window->context.wgl.interval = interval;
|
||||
|
||||
if (!window->monitor)
|
||||
{
|
||||
if (IsWindowsVistaOrGreater())
|
||||
// HACK: Disable WGL swap interval when desktop composition is enabled on Windows
|
||||
// Vista and 7 to avoid interfering with DWM vsync
|
||||
if (!IsWindows8OrGreater() && IsWindowsVistaOrGreater())
|
||||
{
|
||||
// DWM Composition is always enabled on Win8+
|
||||
BOOL enabled = IsWindows8OrGreater();
|
||||
BOOL enabled = FALSE;
|
||||
|
||||
// HACK: Disable WGL swap interval when desktop composition is enabled to
|
||||
// avoid interfering with DWM vsync
|
||||
if (enabled ||
|
||||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
|
||||
if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
|
||||
interval = 0;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,7 +15,8 @@ int fps__timing_thread(void *arg) {
|
|||
int64_t tt = (int64_t)(1e9/(float)framerate) - ns_excess;
|
||||
uint64_t took = -time_ns();
|
||||
#if is(win32)
|
||||
timeBeginPeriod(1); Sleep( tt > 0 ? tt/1e6 : 0 );
|
||||
do_once timeBeginPeriod(1);
|
||||
sleep_ns( (float)tt );
|
||||
#else
|
||||
sleep_ns( (float)tt );
|
||||
#endif
|
||||
|
@ -374,7 +375,7 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) {
|
|||
//glEnable(GL_TEXTURE_2D);
|
||||
|
||||
// 0:disable vsync, 1:enable vsync, <0:adaptive (allow vsync when framerate is higher than syncrate and disable vsync when framerate drops below syncrate)
|
||||
flags |= optioni("--vsync", 1) || flag("--vsync") ? WINDOW_VSYNC : WINDOW_VSYNC_DISABLED;
|
||||
flags |= optioni("--vsync", 0) || flag("--vsync") ? WINDOW_VSYNC : WINDOW_VSYNC_DISABLED;
|
||||
flags |= optioni("--vsync-adaptive", 0) || flag("--vsync-adaptive") ? WINDOW_VSYNC_ADAPTIVE : 0;
|
||||
int has_adaptive_vsync = glfwExtensionSupported("WGL_EXT_swap_control_tear") || glfwExtensionSupported("GLX_EXT_swap_control_tear") || glfwExtensionSupported("EXT_swap_control_tear");
|
||||
int wants_adaptive_vsync = (flags & WINDOW_VSYNC_ADAPTIVE);
|
||||
|
@ -409,54 +410,54 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) {
|
|||
// static camera_t cam = {0}; id44(cam.view); id44(cam.proj); extern camera_t *last_camera; last_camera = &cam;
|
||||
v4k_pre_init();
|
||||
|
||||
// display a progress bar meanwhile cook is working in the background
|
||||
// Sleep(500);
|
||||
if( !COOK_ON_DEMAND )
|
||||
if( have_tools() && cook_jobs() )
|
||||
while( cook_progress() < 100 ) {
|
||||
for( int frames = 0; frames < 2/*10*/ && window_swap(); frames += cook_progress() >= 100 ) {
|
||||
window_title(va("%s %.2d%%", cook_cancelling ? "Aborting" : "Cooking assets", cook_progress()));
|
||||
if( input(KEY_ESC) ) cook_cancel();
|
||||
// display a progress bar meanwhile cook is working in the background
|
||||
// Sleep(500);
|
||||
if( !COOK_ON_DEMAND )
|
||||
if( have_tools() && cook_jobs() )
|
||||
while( cook_progress() < 100 ) {
|
||||
for( int frames = 0; frames < 2/*10*/ && window_swap(); frames += cook_progress() >= 100 ) {
|
||||
window_title(va("%s %.2d%%", cook_cancelling ? "Aborting" : "Cooking assets", cook_progress()));
|
||||
if( input(KEY_ESC) ) cook_cancel();
|
||||
|
||||
glNewFrame();
|
||||
|
||||
static float previous[JOBS_MAX] = {0};
|
||||
|
||||
#define ddraw_progress_bar(JOB_ID, JOB_MAX, PERCENT) do { \
|
||||
/* NDC coordinates (2d): bottom-left(-1,-1), center(0,0), top-right(+1,+1) */ \
|
||||
float progress = (PERCENT+1) / 100.f; if(progress > 1) progress = 1; \
|
||||
float speed = progress < 1 ? 0.05f : 0.75f; \
|
||||
float smooth = previous[JOB_ID] = progress * speed + previous[JOB_ID] * (1-speed); \
|
||||
\
|
||||
float pixel = 2.f / window_height(), dist = smooth*2-1, y = pixel*3*JOB_ID; \
|
||||
if(JOB_ID==0)ddraw_line(vec3(-1,y-pixel*2,0), vec3(1, y-pixel*2,0)); /* full line */ \
|
||||
ddraw_line(vec3(-1,y-pixel ,0), vec3(dist,y-pixel ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+0 ,0), vec3(dist,y+0 ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+pixel ,0), vec3(dist,y+pixel ,0)); /* progress line */ \
|
||||
if(JOB_ID==JOB_MAX-1)ddraw_line(vec3(-1,y+pixel*2,0), vec3(1, y+pixel*2,0)); /* full line */ \
|
||||
} while(0)
|
||||
|
||||
if( FLAGS_TRANSPARENT ) {} else // @transparent
|
||||
for(int i = 0; i < cook_jobs(); ++i) ddraw_progress_bar(i, cook_jobs(), jobs[i].progress);
|
||||
// ddraw_progress_bar(0, 1, cook_progress());
|
||||
|
||||
ddraw_flush();
|
||||
|
||||
do_once window_visible(1);
|
||||
|
||||
// render progress bar at 30Hz + give the cook threads more time to actually cook the assets.
|
||||
// no big deal since progress bar is usually quiet when cooking assets most of the time.
|
||||
// also, make the delay even larger when window is minimized or hidden.
|
||||
// shaved cook times: 88s -> 57s (tcc), 50s -> 43s (vc)
|
||||
sleep_ms( window_has_visible() && window_has_focus() ? 8 : 16 );
|
||||
}
|
||||
// set black screen
|
||||
glNewFrame();
|
||||
window_swap();
|
||||
#if !ENABLE_RETAIL
|
||||
window_title("");
|
||||
#endif
|
||||
|
||||
static float previous[JOBS_MAX] = {0};
|
||||
|
||||
#define ddraw_progress_bar(JOB_ID, JOB_MAX, PERCENT) do { \
|
||||
/* NDC coordinates (2d): bottom-left(-1,-1), center(0,0), top-right(+1,+1) */ \
|
||||
float progress = (PERCENT+1) / 100.f; if(progress > 1) progress = 1; \
|
||||
float speed = progress < 1 ? 0.05f : 0.75f; \
|
||||
float smooth = previous[JOB_ID] = progress * speed + previous[JOB_ID] * (1-speed); \
|
||||
\
|
||||
float pixel = 2.f / window_height(), dist = smooth*2-1, y = pixel*3*JOB_ID; \
|
||||
if(JOB_ID==0)ddraw_line(vec3(-1,y-pixel*2,0), vec3(1, y-pixel*2,0)); /* full line */ \
|
||||
ddraw_line(vec3(-1,y-pixel ,0), vec3(dist,y-pixel ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+0 ,0), vec3(dist,y+0 ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+pixel ,0), vec3(dist,y+pixel ,0)); /* progress line */ \
|
||||
if(JOB_ID==JOB_MAX-1)ddraw_line(vec3(-1,y+pixel*2,0), vec3(1, y+pixel*2,0)); /* full line */ \
|
||||
} while(0)
|
||||
|
||||
if( FLAGS_TRANSPARENT ) {} else // @transparent
|
||||
for(int i = 0; i < cook_jobs(); ++i) ddraw_progress_bar(i, cook_jobs(), jobs[i].progress);
|
||||
// ddraw_progress_bar(0, 1, cook_progress());
|
||||
|
||||
ddraw_flush();
|
||||
|
||||
do_once window_visible(1);
|
||||
|
||||
// render progress bar at 30Hz + give the cook threads more time to actually cook the assets.
|
||||
// no big deal since progress bar is usually quiet when cooking assets most of the time.
|
||||
// also, make the delay even larger when window is minimized or hidden.
|
||||
// shaved cook times: 88s -> 57s (tcc), 50s -> 43s (vc)
|
||||
sleep_ms( window_has_visible() && window_has_focus() ? 8 : 16 );
|
||||
}
|
||||
// set black screen
|
||||
glNewFrame();
|
||||
window_swap();
|
||||
#if !ENABLE_RETAIL
|
||||
window_title("");
|
||||
#endif
|
||||
}
|
||||
|
||||
if(cook_cancelling) cook_stop(), exit(-1);
|
||||
|
||||
|
|
23
engine/v4k
23
engine/v4k
|
@ -37132,14 +37132,12 @@ static void swapBuffersWGL(_GLFWwindow* window)
|
|||
{
|
||||
if (!window->monitor)
|
||||
{
|
||||
if (IsWindowsVistaOrGreater())
|
||||
// HACK: Use DwmFlush when desktop composition is enabled on Windows Vista and 7
|
||||
if (!IsWindows8OrGreater() && IsWindowsVistaOrGreater())
|
||||
{
|
||||
// DWM Composition is always enabled on Win8+
|
||||
BOOL enabled = IsWindows8OrGreater();
|
||||
BOOL enabled = FALSE;
|
||||
|
||||
// HACK: Use DwmFlush when desktop composition is enabled
|
||||
if (enabled ||
|
||||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
|
||||
if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
|
||||
{
|
||||
int count = abs(window->context.wgl.interval);
|
||||
while (count--)
|
||||
|
@ -37154,20 +37152,19 @@ static void swapBuffersWGL(_GLFWwindow* window)
|
|||
static void swapIntervalWGL(int interval)
|
||||
{
|
||||
_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
|
||||
assert(window != NULL);
|
||||
|
||||
window->context.wgl.interval = interval;
|
||||
|
||||
if (!window->monitor)
|
||||
{
|
||||
if (IsWindowsVistaOrGreater())
|
||||
// HACK: Disable WGL swap interval when desktop composition is enabled on Windows
|
||||
// Vista and 7 to avoid interfering with DWM vsync
|
||||
if (!IsWindows8OrGreater() && IsWindowsVistaOrGreater())
|
||||
{
|
||||
// DWM Composition is always enabled on Win8+
|
||||
BOOL enabled = IsWindows8OrGreater();
|
||||
BOOL enabled = FALSE;
|
||||
|
||||
// HACK: Disable WGL swap interval when desktop composition is enabled to
|
||||
// avoid interfering with DWM vsync
|
||||
if (enabled ||
|
||||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
|
||||
if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
|
||||
interval = 0;
|
||||
}
|
||||
}
|
||||
|
|
95
engine/v4k.c
95
engine/v4k.c
|
@ -26234,7 +26234,8 @@ int fps__timing_thread(void *arg) {
|
|||
int64_t tt = (int64_t)(1e9/(float)framerate) - ns_excess;
|
||||
uint64_t took = -time_ns();
|
||||
#if is(win32)
|
||||
timeBeginPeriod(1); Sleep( tt > 0 ? tt/1e6 : 0 );
|
||||
do_once timeBeginPeriod(1);
|
||||
sleep_ns( (float)tt );
|
||||
#else
|
||||
sleep_ns( (float)tt );
|
||||
#endif
|
||||
|
@ -26593,7 +26594,7 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) {
|
|||
//glEnable(GL_TEXTURE_2D);
|
||||
|
||||
// 0:disable vsync, 1:enable vsync, <0:adaptive (allow vsync when framerate is higher than syncrate and disable vsync when framerate drops below syncrate)
|
||||
flags |= optioni("--vsync", 1) || flag("--vsync") ? WINDOW_VSYNC : WINDOW_VSYNC_DISABLED;
|
||||
flags |= optioni("--vsync", 0) || flag("--vsync") ? WINDOW_VSYNC : WINDOW_VSYNC_DISABLED;
|
||||
flags |= optioni("--vsync-adaptive", 0) || flag("--vsync-adaptive") ? WINDOW_VSYNC_ADAPTIVE : 0;
|
||||
int has_adaptive_vsync = glfwExtensionSupported("WGL_EXT_swap_control_tear") || glfwExtensionSupported("GLX_EXT_swap_control_tear") || glfwExtensionSupported("EXT_swap_control_tear");
|
||||
int wants_adaptive_vsync = (flags & WINDOW_VSYNC_ADAPTIVE);
|
||||
|
@ -26628,54 +26629,54 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) {
|
|||
// static camera_t cam = {0}; id44(cam.view); id44(cam.proj); extern camera_t *last_camera; last_camera = &cam;
|
||||
v4k_pre_init();
|
||||
|
||||
// display a progress bar meanwhile cook is working in the background
|
||||
// Sleep(500);
|
||||
if( !COOK_ON_DEMAND )
|
||||
if( have_tools() && cook_jobs() )
|
||||
while( cook_progress() < 100 ) {
|
||||
for( int frames = 0; frames < 2/*10*/ && window_swap(); frames += cook_progress() >= 100 ) {
|
||||
window_title(va("%s %.2d%%", cook_cancelling ? "Aborting" : "Cooking assets", cook_progress()));
|
||||
if( input(KEY_ESC) ) cook_cancel();
|
||||
// display a progress bar meanwhile cook is working in the background
|
||||
// Sleep(500);
|
||||
if( !COOK_ON_DEMAND )
|
||||
if( have_tools() && cook_jobs() )
|
||||
while( cook_progress() < 100 ) {
|
||||
for( int frames = 0; frames < 2/*10*/ && window_swap(); frames += cook_progress() >= 100 ) {
|
||||
window_title(va("%s %.2d%%", cook_cancelling ? "Aborting" : "Cooking assets", cook_progress()));
|
||||
if( input(KEY_ESC) ) cook_cancel();
|
||||
|
||||
glNewFrame();
|
||||
|
||||
static float previous[JOBS_MAX] = {0};
|
||||
|
||||
#define ddraw_progress_bar(JOB_ID, JOB_MAX, PERCENT) do { \
|
||||
/* NDC coordinates (2d): bottom-left(-1,-1), center(0,0), top-right(+1,+1) */ \
|
||||
float progress = (PERCENT+1) / 100.f; if(progress > 1) progress = 1; \
|
||||
float speed = progress < 1 ? 0.05f : 0.75f; \
|
||||
float smooth = previous[JOB_ID] = progress * speed + previous[JOB_ID] * (1-speed); \
|
||||
\
|
||||
float pixel = 2.f / window_height(), dist = smooth*2-1, y = pixel*3*JOB_ID; \
|
||||
if(JOB_ID==0)ddraw_line(vec3(-1,y-pixel*2,0), vec3(1, y-pixel*2,0)); /* full line */ \
|
||||
ddraw_line(vec3(-1,y-pixel ,0), vec3(dist,y-pixel ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+0 ,0), vec3(dist,y+0 ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+pixel ,0), vec3(dist,y+pixel ,0)); /* progress line */ \
|
||||
if(JOB_ID==JOB_MAX-1)ddraw_line(vec3(-1,y+pixel*2,0), vec3(1, y+pixel*2,0)); /* full line */ \
|
||||
} while(0)
|
||||
|
||||
if( FLAGS_TRANSPARENT ) {} else // @transparent
|
||||
for(int i = 0; i < cook_jobs(); ++i) ddraw_progress_bar(i, cook_jobs(), jobs[i].progress);
|
||||
// ddraw_progress_bar(0, 1, cook_progress());
|
||||
|
||||
ddraw_flush();
|
||||
|
||||
do_once window_visible(1);
|
||||
|
||||
// render progress bar at 30Hz + give the cook threads more time to actually cook the assets.
|
||||
// no big deal since progress bar is usually quiet when cooking assets most of the time.
|
||||
// also, make the delay even larger when window is minimized or hidden.
|
||||
// shaved cook times: 88s -> 57s (tcc), 50s -> 43s (vc)
|
||||
sleep_ms( window_has_visible() && window_has_focus() ? 8 : 16 );
|
||||
}
|
||||
// set black screen
|
||||
glNewFrame();
|
||||
window_swap();
|
||||
#if !ENABLE_RETAIL
|
||||
window_title("");
|
||||
#endif
|
||||
|
||||
static float previous[JOBS_MAX] = {0};
|
||||
|
||||
#define ddraw_progress_bar(JOB_ID, JOB_MAX, PERCENT) do { \
|
||||
/* NDC coordinates (2d): bottom-left(-1,-1), center(0,0), top-right(+1,+1) */ \
|
||||
float progress = (PERCENT+1) / 100.f; if(progress > 1) progress = 1; \
|
||||
float speed = progress < 1 ? 0.05f : 0.75f; \
|
||||
float smooth = previous[JOB_ID] = progress * speed + previous[JOB_ID] * (1-speed); \
|
||||
\
|
||||
float pixel = 2.f / window_height(), dist = smooth*2-1, y = pixel*3*JOB_ID; \
|
||||
if(JOB_ID==0)ddraw_line(vec3(-1,y-pixel*2,0), vec3(1, y-pixel*2,0)); /* full line */ \
|
||||
ddraw_line(vec3(-1,y-pixel ,0), vec3(dist,y-pixel ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+0 ,0), vec3(dist,y+0 ,0)); /* progress line */ \
|
||||
ddraw_line(vec3(-1,y+pixel ,0), vec3(dist,y+pixel ,0)); /* progress line */ \
|
||||
if(JOB_ID==JOB_MAX-1)ddraw_line(vec3(-1,y+pixel*2,0), vec3(1, y+pixel*2,0)); /* full line */ \
|
||||
} while(0)
|
||||
|
||||
if( FLAGS_TRANSPARENT ) {} else // @transparent
|
||||
for(int i = 0; i < cook_jobs(); ++i) ddraw_progress_bar(i, cook_jobs(), jobs[i].progress);
|
||||
// ddraw_progress_bar(0, 1, cook_progress());
|
||||
|
||||
ddraw_flush();
|
||||
|
||||
do_once window_visible(1);
|
||||
|
||||
// render progress bar at 30Hz + give the cook threads more time to actually cook the assets.
|
||||
// no big deal since progress bar is usually quiet when cooking assets most of the time.
|
||||
// also, make the delay even larger when window is minimized or hidden.
|
||||
// shaved cook times: 88s -> 57s (tcc), 50s -> 43s (vc)
|
||||
sleep_ms( window_has_visible() && window_has_focus() ? 8 : 16 );
|
||||
}
|
||||
// set black screen
|
||||
glNewFrame();
|
||||
window_swap();
|
||||
#if !ENABLE_RETAIL
|
||||
window_title("");
|
||||
#endif
|
||||
}
|
||||
|
||||
if(cook_cancelling) cook_stop(), exit(-1);
|
||||
|
||||
|
|
Loading…
Reference in New Issue