Merge pull request #7269 from Tugsav/simulator_renderer

Non-realtime simulation
This commit is contained in:
Rémi Verschelde 2017-08-31 11:52:06 +02:00 committed by GitHub
commit 3b0b0a1d99
2 changed files with 23 additions and 2 deletions

View file

@ -111,6 +111,8 @@ static int init_screen = -1;
static bool use_vsync = true;
static bool editor = false;
static bool show_help = false;
static bool disable_render_loop = false;
static int fixed_fps = -1;
static OS::ProcessID allow_focus_steal_pid = 0;
@ -190,6 +192,8 @@ void Main::print_help(const char *p_binary) {
#endif
OS::get_singleton()->print(" --frame-delay <ms> Simulate high CPU load (delay each frame by <ms> milliseconds).\n");
OS::get_singleton()->print(" --time-scale <scale> Force time scale (higher values are faster, 1.0 is normal speed).\n");
OS::get_singleton()->print(" --disable-render-loop Disable render loop so rendering only occurs when called explicitly from script.\n");
OS::get_singleton()->print(" --fixed-fps <fps> Forces a fixed ratio between process and fixed_process timing, for use when precision is required, or when rendering to video files. Setting this will disable real-time syncronization, so that run speed is only capped by performance\n");
OS::get_singleton()->print("\n");
OS::get_singleton()->print("Standalone tools:\n");
@ -567,6 +571,16 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
OS::get_singleton()->print("Missing editor PID argument, aborting.\n");
goto error;
}
} else if (I->get() == "--disable-render-loop") {
disable_render_loop = true;
} else if (I->get() == "--fixed-fps") {
if (I->next()) {
fixed_fps = I->next()->get().to_int();
N = I->next()->next();
} else {
OS::get_singleton()->print("Missing fixed-fps argument, aborting.\n");
goto error;
}
} else {
//test for game path
@ -1505,6 +1519,9 @@ bool Main::iteration() {
uint64_t ticks_elapsed = ticks - last_ticks;
double step = (double)ticks_elapsed / 1000000.0;
if (fixed_fps != -1)
step = 1.0 / fixed_fps;
float frame_slice = 1.0 / Engine::get_singleton()->get_iterations_per_second();
Engine::get_singleton()->_frame_step = step;
@ -1521,7 +1538,7 @@ bool Main::iteration() {
last_ticks = ticks;
if (step > frame_slice * 8)
if (fixed_fps == -1 && step > frame_slice * 8)
step = frame_slice * 8;
time_accum += step;
@ -1574,7 +1591,7 @@ bool Main::iteration() {
VisualServer::get_singleton()->sync(); //sync if still drawing from previous frames.
if (OS::get_singleton()->can_draw()) {
if (OS::get_singleton()->can_draw() && !disable_render_loop) {
if ((!force_redraw_requested) && OS::get_singleton()->is_in_low_processor_usage_mode()) {
if (VisualServer::get_singleton()->has_changed()) {
@ -1625,6 +1642,9 @@ bool Main::iteration() {
frames = 0;
}
if (fixed_fps != -1)
return exit;
if (OS::get_singleton()->is_in_low_processor_usage_mode() || !OS::get_singleton()->can_draw())
OS::get_singleton()->delay_usec(16600); //apply some delay to force idle time (results in about 60 FPS max)
else {

View file

@ -1422,6 +1422,7 @@ Array VisualServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const {
void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("force_draw"), &VisualServer::draw);
ClassDB::bind_method(D_METHOD("texture_create"), &VisualServer::texture_create);
ClassDB::bind_method(D_METHOD("texture_create_from_image", "image", "flags"), &VisualServer::texture_create_from_image, DEFVAL(TEXTURE_FLAGS_DEFAULT));
//ClassDB::bind_method(D_METHOD("texture_allocate"),&VisualServer::texture_allocate,DEFVAL( TEXTURE_FLAGS_DEFAULT ) );