Fix inconsistencies with the FPS scheduler (#241)

The current Fps manager will sometime skip the intended delay and start
the next frame immediately, I'm not 100% sure why it happens, but I
rewrote most of it to stay consistent and improved the overall precision
by compensating for OS wake delay after sleep and finishing with a busy
wait
I also changed the behavior of mlx_set_fps_goal to allow zero/negative
values and treat them as uncapped (like most graphics libraries)
This commit is contained in:
Daemo
2026-08-08 15:45:56 +02:00
committed by GitHub
parent c9df651a14
commit 63fe3088bf
4 changed files with 43 additions and 34 deletions
+12 -8
View File
@@ -1,26 +1,30 @@
#ifndef __MLX_FPS__
#define __MLX_FPS__
#include <chrono>
namespace mlx
{
typedef std::chrono::steady_clock fps_clock;
class FpsManager
{
public:
FpsManager() = default;
void Init();
bool Update();
inline void SetMaxFPS(std::uint32_t fps) noexcept { m_max_fps = fps; m_ns = 1000000000.0 / fps; }
void WaitUntilNextFrame();
inline void SetMaxFPS(std::uint32_t fps) noexcept { m_target_delta = fps_clock::duration(std::chrono::seconds(1)) / fps;}
~FpsManager() = default;
private:
double m_ns = 1000000000.0 / 1'337'000.0;
std::int64_t m_fps_before = 0;
std::int64_t m_fps_now = 0;
std::int64_t m_timer = 0;
std::uint32_t m_max_fps = 1'337'000;
std::uint32_t m_fps_elapsed_time = 0;
fps_clock::time_point m_current_time;
fps_clock::time_point m_target_time;
fps_clock::time_point m_last_time_record;
fps_clock::duration m_delta_time = fps_clock::duration().zero();
fps_clock::duration m_target_delta = fps_clock::duration().zero();
fps_clock::duration m_sleep_margin = std::chrono::microseconds(200);
};
}
+1 -2
View File
@@ -33,8 +33,7 @@ namespace mlx
while(m_in.IsRunning())
{
if(!m_fps.Update())
continue;
m_fps.WaitUntilNextFrame();
m_in.FetchInputs();
+2 -3
View File
@@ -45,9 +45,8 @@ extern "C"
void mlx_set_fps_goal(mlx_context mlx, int fps)
{
MLX_CHECK_APPLICATION_POINTER(mlx);
if(fps < 0)
mlx::Error("You cannot set a negative FPS cap (nice try)");
else
if(fps <= 0)
fps = -1;
mlx->app->SetFPSCap(static_cast<std::uint32_t>(fps));
}
+23 -16
View File
@@ -1,30 +1,37 @@
#include <PreCompiled.h>
#include <Core/Fps.h>
#ifndef __APPLE__
#include <emmintrin.h>
#endif
namespace mlx
{
void FpsManager::Init()
{
m_timer = static_cast<std::uint64_t>(std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count());
m_fps_before = m_timer;
m_fps_now = m_timer;
m_current_time = fps_clock::now();
m_target_time = m_current_time + m_target_delta;
}
bool FpsManager::Update()
void FpsManager::WaitUntilNextFrame()
{
using namespace std::chrono_literals;
m_fps_now = static_cast<std::uint64_t>(std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count());
if(std::chrono::duration<std::uint64_t>{m_fps_now - m_timer} >= 1s)
m_timer += m_fps_now;
m_fps_elapsed_time = m_fps_now - m_fps_before;
if(m_fps_elapsed_time >= m_ns)
m_current_time = fps_clock::now();
if(m_current_time < m_target_time)
{
m_fps_before += m_ns;
return true;
std::this_thread::sleep_until(m_target_time - m_sleep_margin);
m_current_time = fps_clock::now();
while (m_current_time < m_target_time)
{
#ifndef __APPLE__
_mm_pause(); // reduces CPU usage on x86 without yielding
#endif
m_current_time = fps_clock::now();
}
std::this_thread::sleep_for(std::chrono::duration<double, std::nano>(m_ns - 1));
return false;
}
else if (m_target_time < m_current_time - m_target_delta * 4)
m_target_time = m_current_time;
m_target_time += m_target_delta;
m_delta_time = m_current_time - m_last_time_record;
m_last_time_record = m_current_time;
}
}