win: improve fps timing and fix glfw vsync

main
Dominik Madarász 2024-02-11 01:01:49 +01:00
parent 80f773ec01
commit c7c347fa90
5 changed files with 174 additions and 180 deletions

View File

@ -56017,14 +56017,12 @@ static void swapBuffersWGL(_GLFWwindow* window)
{ {
if (!window->monitor) 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 = FALSE;
BOOL enabled = IsWindows8OrGreater();
// HACK: Use DwmFlush when desktop composition is enabled if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
if (enabled ||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
{ {
int count = abs(window->context.wgl.interval); int count = abs(window->context.wgl.interval);
while (count--) while (count--)
@ -56039,20 +56037,19 @@ static void swapBuffersWGL(_GLFWwindow* window)
static void swapIntervalWGL(int interval) static void swapIntervalWGL(int interval)
{ {
_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot); _GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
assert(window != NULL);
window->context.wgl.interval = interval; window->context.wgl.interval = interval;
if (!window->monitor) 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 = FALSE;
BOOL enabled = IsWindows8OrGreater();
// HACK: Disable WGL swap interval when desktop composition is enabled to if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
// avoid interfering with DWM vsync
if (enabled ||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
interval = 0; interval = 0;
} }
} }
@ -379093,7 +379090,8 @@ int fps__timing_thread(void *arg) {
int64_t tt = (int64_t)(1e9/(float)framerate) - ns_excess; int64_t tt = (int64_t)(1e9/(float)framerate) - ns_excess;
uint64_t took = -time_ns(); uint64_t took = -time_ns();
#if is(win32) #if is(win32)
timeBeginPeriod(1); Sleep( tt > 0 ? tt/1e6 : 0 ); do_once timeBeginPeriod(1);
sleep_ns( (float)tt );
#else #else
sleep_ns( (float)tt ); sleep_ns( (float)tt );
#endif #endif
@ -379452,7 +379450,7 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) {
//glEnable(GL_TEXTURE_2D); //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) // 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; 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 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); 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; // static camera_t cam = {0}; id44(cam.view); id44(cam.proj); extern camera_t *last_camera; last_camera = &cam;
v4k_pre_init(); v4k_pre_init();
// display a progress bar meanwhile cook is working in the background // display a progress bar meanwhile cook is working in the background
// Sleep(500); // Sleep(500);
if( !COOK_ON_DEMAND ) if( !COOK_ON_DEMAND )
if( have_tools() && cook_jobs() ) if( have_tools() && cook_jobs() )
while( cook_progress() < 100 ) { while( cook_progress() < 100 ) {
for( int frames = 0; frames < 2/*10*/ && window_swap(); frames += 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())); window_title(va("%s %.2d%%", cook_cancelling ? "Aborting" : "Cooking assets", cook_progress()));
if( input(KEY_ESC) ) cook_cancel(); 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(); glNewFrame();
window_swap();
#if !ENABLE_RETAIL static float previous[JOBS_MAX] = {0};
window_title("");
#endif #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); if(cook_cancelling) cook_stop(), exit(-1);

View File

@ -23097,14 +23097,12 @@ static void swapBuffersWGL(_GLFWwindow* window)
{ {
if (!window->monitor) 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 = FALSE;
BOOL enabled = IsWindows8OrGreater();
// HACK: Use DwmFlush when desktop composition is enabled if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
if (enabled ||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
{ {
int count = abs(window->context.wgl.interval); int count = abs(window->context.wgl.interval);
while (count--) while (count--)
@ -23119,20 +23117,19 @@ static void swapBuffersWGL(_GLFWwindow* window)
static void swapIntervalWGL(int interval) static void swapIntervalWGL(int interval)
{ {
_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot); _GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
assert(window != NULL);
window->context.wgl.interval = interval; window->context.wgl.interval = interval;
if (!window->monitor) 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 = FALSE;
BOOL enabled = IsWindows8OrGreater();
// HACK: Disable WGL swap interval when desktop composition is enabled to if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
// avoid interfering with DWM vsync
if (enabled ||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
interval = 0; interval = 0;
} }
} }

View File

@ -15,7 +15,8 @@ int fps__timing_thread(void *arg) {
int64_t tt = (int64_t)(1e9/(float)framerate) - ns_excess; int64_t tt = (int64_t)(1e9/(float)framerate) - ns_excess;
uint64_t took = -time_ns(); uint64_t took = -time_ns();
#if is(win32) #if is(win32)
timeBeginPeriod(1); Sleep( tt > 0 ? tt/1e6 : 0 ); do_once timeBeginPeriod(1);
sleep_ns( (float)tt );
#else #else
sleep_ns( (float)tt ); sleep_ns( (float)tt );
#endif #endif
@ -374,7 +375,7 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) {
//glEnable(GL_TEXTURE_2D); //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) // 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; 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 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); 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; // static camera_t cam = {0}; id44(cam.view); id44(cam.proj); extern camera_t *last_camera; last_camera = &cam;
v4k_pre_init(); v4k_pre_init();
// display a progress bar meanwhile cook is working in the background // display a progress bar meanwhile cook is working in the background
// Sleep(500); // Sleep(500);
if( !COOK_ON_DEMAND ) if( !COOK_ON_DEMAND )
if( have_tools() && cook_jobs() ) if( have_tools() && cook_jobs() )
while( cook_progress() < 100 ) { while( cook_progress() < 100 ) {
for( int frames = 0; frames < 2/*10*/ && window_swap(); frames += 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())); window_title(va("%s %.2d%%", cook_cancelling ? "Aborting" : "Cooking assets", cook_progress()));
if( input(KEY_ESC) ) cook_cancel(); 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(); glNewFrame();
window_swap();
#if !ENABLE_RETAIL static float previous[JOBS_MAX] = {0};
window_title("");
#endif #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); if(cook_cancelling) cook_stop(), exit(-1);

View File

@ -37132,14 +37132,12 @@ static void swapBuffersWGL(_GLFWwindow* window)
{ {
if (!window->monitor) 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 = FALSE;
BOOL enabled = IsWindows8OrGreater();
// HACK: Use DwmFlush when desktop composition is enabled if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
if (enabled ||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
{ {
int count = abs(window->context.wgl.interval); int count = abs(window->context.wgl.interval);
while (count--) while (count--)
@ -37154,20 +37152,19 @@ static void swapBuffersWGL(_GLFWwindow* window)
static void swapIntervalWGL(int interval) static void swapIntervalWGL(int interval)
{ {
_GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot); _GLFWwindow* window = _glfwPlatformGetTls(&_glfw.contextSlot);
assert(window != NULL);
window->context.wgl.interval = interval; window->context.wgl.interval = interval;
if (!window->monitor) 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 = FALSE;
BOOL enabled = IsWindows8OrGreater();
// HACK: Disable WGL swap interval when desktop composition is enabled to if (SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled)
// avoid interfering with DWM vsync
if (enabled ||
(SUCCEEDED(DwmIsCompositionEnabled(&enabled)) && enabled))
interval = 0; interval = 0;
} }
} }

View File

@ -26234,7 +26234,8 @@ int fps__timing_thread(void *arg) {
int64_t tt = (int64_t)(1e9/(float)framerate) - ns_excess; int64_t tt = (int64_t)(1e9/(float)framerate) - ns_excess;
uint64_t took = -time_ns(); uint64_t took = -time_ns();
#if is(win32) #if is(win32)
timeBeginPeriod(1); Sleep( tt > 0 ? tt/1e6 : 0 ); do_once timeBeginPeriod(1);
sleep_ns( (float)tt );
#else #else
sleep_ns( (float)tt ); sleep_ns( (float)tt );
#endif #endif
@ -26593,7 +26594,7 @@ bool window_create_from_handle(void *handle, float scale, unsigned flags) {
//glEnable(GL_TEXTURE_2D); //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) // 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; 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 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); 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; // static camera_t cam = {0}; id44(cam.view); id44(cam.proj); extern camera_t *last_camera; last_camera = &cam;
v4k_pre_init(); v4k_pre_init();
// display a progress bar meanwhile cook is working in the background // display a progress bar meanwhile cook is working in the background
// Sleep(500); // Sleep(500);
if( !COOK_ON_DEMAND ) if( !COOK_ON_DEMAND )
if( have_tools() && cook_jobs() ) if( have_tools() && cook_jobs() )
while( cook_progress() < 100 ) { while( cook_progress() < 100 ) {
for( int frames = 0; frames < 2/*10*/ && window_swap(); frames += 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())); window_title(va("%s %.2d%%", cook_cancelling ? "Aborting" : "Cooking assets", cook_progress()));
if( input(KEY_ESC) ) cook_cancel(); 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(); glNewFrame();
window_swap();
#if !ENABLE_RETAIL static float previous[JOBS_MAX] = {0};
window_title("");
#endif #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); if(cook_cancelling) cook_stop(), exit(-1);