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Reduce the use of porting::getTimeMs() when rendering frames (#12679)
* Avoid calling TimeTaker too frequently in renderMapXXX * Calculate animation timer once per frame * Remove code that breaks rendering frame at 2000ms Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: sfan5 <sfan5@live.de>
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@ -34,6 +34,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "shader.h"
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#include "content_cao.h"
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#include "porting.h"
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#include <algorithm>
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#include "client/renderingengine.h"
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@ -513,3 +514,8 @@ void ClientEnvironment::getSelectedActiveObjects(
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}
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}
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}
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void ClientEnvironment::updateFrameTime()
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{
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m_frame_time = porting::getTimeMs();
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}
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@ -141,6 +141,10 @@ public:
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void updateCameraOffset(const v3s16 &camera_offset)
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{ m_camera_offset = camera_offset; }
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v3s16 getCameraOffset() const { return m_camera_offset; }
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void updateFrameTime();
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u64 getFrameTime() const { return m_frame_time; }
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private:
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ClientMap *m_map;
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LocalPlayer *m_local_player = nullptr;
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@ -153,4 +157,5 @@ private:
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IntervalLimiter m_active_object_light_update_interval;
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std::list<std::string> m_player_names;
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v3s16 m_camera_offset;
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u64 m_frame_time;
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};
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@ -449,13 +449,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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for (auto &descriptor : draw_order) {
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scene::IMeshBuffer *buf = descriptor.getBuffer();
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 2000) {
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infostream << "ClientMap::renderMap(): Rendering took >2s, " <<
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"returning." << std::endl;
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return;
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}
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if (!descriptor.m_reuse_material) {
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auto &material = buf->getMaterial();
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@ -803,13 +796,6 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
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for (auto &descriptor : draw_order) {
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scene::IMeshBuffer *buf = descriptor.getBuffer();
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// Check and abort if the machine is swapping a lot
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if (draw.getTimerTime() > 1000) {
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infostream << "ClientMap::renderMapShadows(): Rendering "
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"took >1s, returning." << std::endl;
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break;
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}
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if (!descriptor.m_reuse_material) {
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// override some material properties
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video::SMaterial local_material = buf->getMaterial();
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@ -502,7 +502,7 @@ public:
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float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
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m_star_color.set(clr, services);
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u32 animation_timer = porting::getTimeMs() % 1000000;
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u32 animation_timer = m_client->getEnv().getFrameTime() % 1000000;
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float animation_timer_f = (float)animation_timer / 100000.f;
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m_animation_timer_vertex.set(&animation_timer_f, services);
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m_animation_timer_pixel.set(&animation_timer_f, services);
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@ -3275,7 +3275,7 @@ PointedThing Game::updatePointedThing(
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final_color_blend(&c, light_level, daynight_ratio);
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// Modify final color a bit with time
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u32 timer = porting::getTimeMs() % 5000;
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u32 timer = client->getEnv().getFrameTime() % 5000;
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float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
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float sin_r = 0.08f * std::sin(timerf);
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float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
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@ -3747,6 +3747,12 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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TimeTaker tt_update("Game::updateFrame()");
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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/*
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Frame time
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*/
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client->getEnv().updateFrameTime();
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/*
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Fog range
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*/
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