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