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clock: Refactoring: Move frames calculation to clock
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@ -262,7 +262,7 @@ func (c *Context) loop() {
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c.pingCount--
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c.pingCount--
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c.m.Unlock()
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c.m.Unlock()
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c.frames++
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c.frames++
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clock.Tick()
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clock.Inc()
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bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / loop.FPS
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bytesPerFrame := c.sampleRate * bytesPerSample * channelNum / loop.FPS
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l := (c.frames * int64(bytesPerFrame)) - c.writtenBytes
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l := (c.frames * int64(bytesPerFrame)) - c.writtenBytes
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l &= mask
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l &= mask
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@ -15,32 +15,63 @@
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package clock
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package clock
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import (
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import (
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"time"
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"github.com/hajimehoshi/ebiten/internal/sync"
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"github.com/hajimehoshi/ebiten/internal/sync"
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)
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)
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var (
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var (
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m sync.Mutex
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m sync.Mutex
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valid bool
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valid bool
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now int64
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tick int64
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lastTick int64
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frames int64
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)
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)
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func IsValid() bool {
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func Inc() {
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m.Lock()
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v := valid
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m.Unlock()
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return v
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}
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func Tick() {
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m.Lock()
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m.Lock()
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valid = true
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valid = true
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now++
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tick++
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m.Unlock()
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m.Unlock()
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}
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}
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func Now() int64 {
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func Frames(timeDuration time.Duration, fps int) (int, bool) {
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m.Lock()
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m.Lock()
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n := now
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defer m.Unlock()
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m.Unlock()
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return n
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count := 0
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sync := false
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if valid && lastTick != tick {
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if frames < tick {
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count = int(tick - frames)
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}
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lastTick = tick
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sync = true
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} else {
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// Use system clock when
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// 1) Inc() is not called, or
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// 2) tick is not updated yet.
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// As tick can be updated discountinuously, use system clock supplementarily.
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if int64(timeDuration) > 5*int64(time.Second)/int64(fps) {
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// The previous time is too old. Let's assume that the window was unfocused.
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return 0, true
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}
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count = int(int64(timeDuration) * int64(fps) / int64(time.Second))
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}
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// Stabilize FPS.
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if count == 0 && (int64(time.Second)/int64(fps)/2) < int64(timeDuration) {
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count = 1
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}
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if count == 2 && (int64(time.Second)/int64(fps)*3/2) > int64(timeDuration) {
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count = 1
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}
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if count > 3 {
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count = 3
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}
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frames += int64(count)
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return count, sync
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}
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}
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@ -34,11 +34,9 @@ func CurrentFPS() float64 {
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type runContext struct {
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type runContext struct {
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currentFPS float64
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currentFPS float64
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runningSlowly bool
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runningSlowly bool
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frames int64
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framesForFPS int64
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framesForFPS int64
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lastUpdated int64
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lastUpdated int64
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lastFPSUpdated int64
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lastFPSUpdated int64
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lastClockFrame int64
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ping func()
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ping func()
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m sync.RWMutex
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m sync.RWMutex
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}
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}
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@ -81,42 +79,12 @@ func End() {
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}
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}
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func (c *runContext) updateCount(now int64) int {
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func (c *runContext) updateCount(now int64) int {
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count := 0
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sync := false
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t := now - c.lastUpdated
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t := now - c.lastUpdated
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if t < 0 {
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if t < 0 {
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return 0
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return 0
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}
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}
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if clock.IsValid() && c.lastClockFrame != clock.Now() {
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count, sync := clock.Frames(time.Duration(t), FPS)
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sync = true
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f := clock.Now()
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if c.frames < f {
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count = int(f - c.frames)
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}
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c.lastClockFrame = f
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} else {
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if t > 5*int64(time.Second)/int64(FPS) {
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// The previous time is too old. Let's assume that the window was unfocused.
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count = 0
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sync = true
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} else {
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count = int(t * int64(FPS) / int64(time.Second))
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}
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}
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// Stabilize FPS.
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if count == 0 && (int64(time.Second)/int64(FPS)/2) < t {
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count = 1
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}
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if count == 2 && (int64(time.Second)/int64(FPS)*3/2) > t {
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count = 1
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}
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if count > 3 {
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count = 3
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}
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if sync {
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if sync {
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c.lastUpdated = now
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c.lastUpdated = now
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@ -124,7 +92,6 @@ func (c *runContext) updateCount(now int64) int {
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c.lastUpdated += int64(count) * int64(time.Second) / int64(FPS)
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c.lastUpdated += int64(count) * int64(time.Second) / int64(FPS)
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}
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}
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c.frames += int64(count)
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return count
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return count
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}
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}
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