LLFrameTimer review and resulting changes.
This makes the class API a bit more sane, although only a bit, because I had to leave it working with possibly new code merged in from LL: the API can't really change. I also removed some unused code. While reviewing how LLFrameTimer worked however, I did find a few instances where things where broken: * sFrameDeltaTime wasn't correctly updated (more than once per frame and therefore erratic). This only influenced scrolling speed, but still. * While dragging an inventory item, the scroll arrows of a tab container didn't work (LLTabContainer::handleDragAndDrop). * Map zoom interpolation was broken (it interpolated between A and B, but used the already updated interpolation for A the next frame... (added mCurZoomValInterpolationStart).
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@@ -6,6 +6,7 @@
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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* Copyright (c) 2011, Aleric Inglewood.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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@@ -37,7 +38,7 @@
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/**
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* *NOTE: Because of limitations on linux which we do not really have
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* time to explore, the total time is derived from the frame time
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* and is recsynchronized on every frame.
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* and is resynchronized on every frame.
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*/
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#include "lltimer.h"
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@@ -46,61 +47,64 @@
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class LL_COMMON_API LLFrameTimer
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{
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public:
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LLFrameTimer() : mStartTime( sFrameTime ), mExpiry(0), mStarted(TRUE) {}
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// Create an LLFrameTimer and start it. After creation it is running and in the state expired (hasExpired will return true).
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LLFrameTimer(void) : mStartTime(sFrameTime), mExpiry(0), mRunning(true), mPaused(false) { }
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// Return the number of seconds since the start of this
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// application instance.
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// Return the number of seconds since the start of the application.
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static F64 getElapsedSeconds()
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{
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// Loses msec precision after ~4.5 hours...
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return sFrameTime;
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}
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// Return a low precision usec since epoch
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// Return a low precision usec since epoch.
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static U64 getTotalTime()
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{
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return sTotalTime ? sTotalTime : totalTime();
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llassert(sTotalTime);
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return sTotalTime;
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}
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// Return a low precision seconds since epoch
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// Return a low precision seconds since epoch.
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static F64 getTotalSeconds()
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{
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return sTotalSeconds;
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}
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// Call this method once per frame to update the current frame time. This is actually called
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// at some other times as well
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// Call this method once per frame to update the current frame time.
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// This is actually called at some other times as well.
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static void updateFrameTime();
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// Call this method once, and only once, per frame to update the current frame count.
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static void updateFrameCount() { sFrameCount++; }
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// Call this method once, and only once, per frame to update the current frame count and sFrameDeltaTime.
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static void updateFrameTimeAndCount();
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static U32 getFrameCount() { return sFrameCount; }
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// Return current frame number (the number of frames since application start).
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static U32 getFrameCount() { return sFrameCount; }
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static F32 getFrameDeltaTimeF32();
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// Return duration of last frame in seconds.
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static F32 getFrameDeltaTimeF32();
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// Return seconds since the current frame started
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static F32 getCurrentFrameTime();
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static F32 getCurrentFrameTime();
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// MANIPULATORS
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void start();
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void stop();
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void reset();
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void resetWithExpiry(F32 expiration);
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void pause();
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void unpause();
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void reset(F32 expiration = 0.f); // Same as start() but leaves mRunning off when called after stop().
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void start(F32 expiration = 0.f); // Reset and (re)start with expiration.
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void stop(); // Stop running.
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void pause(); // Mark elapsed time so far.
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void unpause(); // Move 'start' time in order to decrement time between pause and unpause from ElapsedTime.
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void setTimerExpirySec(F32 expiration);
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void setExpiryAt(F64 seconds_since_epoch);
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BOOL checkExpirationAndReset(F32 expiration);
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F32 getElapsedTimeAndResetF32() { F32 t = F32(sFrameTime - mStartTime); reset(); return t; }
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void setAge(const F64 age) { mStartTime = sFrameTime - age; }
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bool checkExpirationAndReset(F32 expiration); // Returns true when expired. Only resets if expired.
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F32 getElapsedTimeAndResetF32() { F32 t = getElapsedTimeF32(); reset(); return t; }
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void setAge(const F64 age) { llassert(!mPaused); mStartTime = sFrameTime - age; }
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// ACCESSORS
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BOOL hasExpired() const { return (sFrameTime >= mExpiry); }
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F32 getTimeToExpireF32() const { return (F32)(mExpiry - sFrameTime); }
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F32 getElapsedTimeF32() const { return mStarted ? (F32)(sFrameTime - mStartTime) : (F32)mStartTime; }
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BOOL getStarted() const { return mStarted; }
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bool hasExpired() const { return sFrameTime >= mExpiry; }
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F32 getElapsedTimeF32() const { llassert(mRunning); return mPaused ? (F32)mStartTime : (F32)(sFrameTime - mStartTime); }
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bool getStarted() const { return mRunning; }
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// return the seconds since epoch when this timer will expire.
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F64 expiresAt() const;
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@@ -114,45 +118,52 @@ protected:
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// Aplication constants
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//
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// Start time of opp in usec since epoch
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static U64 sStartTotalTime;
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// Application start in microseconds since epoch.
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static U64 const sStartTotalTime;
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//
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// Data updated per frame
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//
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// Seconds since application start
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// Current time in seconds since application start, updated together with sTotalTime.
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static F64 sFrameTime;
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// Time that has elapsed since last call to updateFrameTime()
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// Microseconds between last two calls to updateFrameTimeAndCount (time between last two frames).
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static U64 sFrameDeltaTime;
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// Total microseconds since epoch.
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// Current time in microseconds since epoch, updated at least once per frame.
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static U64 sTotalTime;
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// Seconds since epoch.
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// Previous (frame) time in microseconds since epoch, updated once per frame.
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static U64 sPrevTotalTime;
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// Current time in seconds since epoch, updated together with sTotalTime.
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static F64 sTotalSeconds;
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// Total number of frames elapsed in application
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// Current frame number (number of frames since application start).
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static S32 sFrameCount;
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//
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// Member data
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//
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// Number of seconds after application start when this timer was
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// started. Set equal to sFrameTime when reset.
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// When not paused (mPaused is false): number of seconds since application start,
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// otherwise this value is equal to the accumulated run time (ElapsedTime).
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// Set equal to sFrameTime when reset.
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F64 mStartTime;
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// Timer expires this many seconds after application start time.
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// Timer expires when sFrameTime reaches this value (in seconds since application start).
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F64 mExpiry;
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// Useful bit of state usually associated with timers, but does
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// not affect actual functionality
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BOOL mStarted;
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// True when running, merely a boolean return by getStarted(). The timer always runs.
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bool mRunning;
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// True when accumulating ElapsedTime. If false mStartTime has a different meaning
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// and really unpause() should be called before anything else.
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bool mPaused;
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};
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// Glue code for Havok (or anything else that doesn't want the full .h files)
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extern F32 getCurrentFrameTime();
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extern F32 getCurrentFrameTime();
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#endif // LL_LLFRAMETIMER_H
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