使用std :: chrono限制fps

时间:2019-03-15 21:56:06

标签: c++ opengl std frame-rate chrono

std::chrono::system_clock::time_point m_BeginFrame = std::chrono::system_clock::now();
std::chrono::system_clock::time_point m_EndFrame = std::chrono::system_clock::now();
std::chrono::nanoseconds m_WorkTime = std::chrono::nanoseconds::zero();
std::chrono::nanoseconds m_WaitTime = std::chrono::nanoseconds::zero();
auto invFpsLimit = std::chrono::nanoseconds(1e9 / fpsLimit());

// main loop
while (!glfwWindowShouldClose(m_pScreen->glfwWindow()))
{
    m_WaitTime = m_BeginFrame - m_EndFrame;
    m_EndFrame = std::chrono::system_clock::now();
    m_WorkTime = m_EndFrame - m_BeginFrame;

    // if need sleep
    if (m_WorkTime < invFpsLimit)
    {
        std::this_thread::sleep_until(m_BeginFrame + invFpsLimit);
        m_DeltaTime = invFpsLimit;
    }
    else
    {
       m_DeltaTime = m_WorkTime;
    }

    m_BeginFrame = std::chrono::system_clock::now();

    TRACE("   %f   %u   %u   %u",
            ((float)1e9 / (float)(m_WaitTime.count() + m_WorkTime.count())),
            m_WorkTime.count(),
            m_WaitTime.count(),
            invFpsLimit.count());


    // think and opengl stuff...
}

我正在尝试使用此代码限制fps,但是Fraps向我显示了大约56-57的值

58.848454   3175500   13817300   16666666
55.259304   3314200   14782300   16666666
58.923698   2321700   14649400   16666666
56.200928   2167400   15625900   16666666
52.774071   3188200   15760500   16666666
50.600887   4899700   14862800   16666666
65.011055   2347500   13034500   16666666
54.966499   2611700   15581200   16666666
55.605911   2653400   15330300   16666666
56.476437   2386100   15320400   16666666
55.280689   2581400   15508100   16666666
56.437550   2355400   15363300   16666666
47.170700   5535900   15663700   16666666
64.713608   3039700   12413000   16666666
56.136570   2941100   14872600   16666666
53.444496   3624200   15086800   16666666
60.074493   2397500   14248500   16666666
51.737339   3777100   15551300   16666666
59.369026   3665800   13178000   16666666
59.355282   3543900   13303800   16666666
54.243759   3961000   14474300   16666666
45.764706   7823500   14027400   16666666
61.242237   6239400   10089200   16666666
73.396652   2013800   11610800   16666666
50.531849   3824000   15965500   16666666
62.895454   2796000   13103400   16666666
60.611572   2360500   14138000   16666666
56.074242   2241700   15591800   16666666
55.143208   2454800   15679800   16666666

我尝试将时钟更改为system_clock,使用sleep_for代替sleep_untill,没有任何效果
我对标准时钟或看不到的工作代码有什么不满意的地方吗?
什么是在偷我的fps?

3 个答案:

答案 0 :(得分:4)

通过用m_BeginFrame而不是m_EndFrame更新invFpsLimitsystem_clock::now(),可以做得更好。看起来可能像这样:

#include <iostream>
#include <thread>

int fpsLimit() {return 60;}

int
main()
{
    using namespace std::chrono;
    using dsec = duration<double>;
    auto invFpsLimit = duration_cast<system_clock::duration>(dsec{1./fpsLimit()});
    auto m_BeginFrame = system_clock::now();
    auto m_EndFrame = m_BeginFrame + invFpsLimit;
    unsigned frame_count_per_second = 0;
    auto prev_time_in_seconds = time_point_cast<seconds>(m_BeginFrame);
    while (true)
    {
        // Do drawing work ...

        // This part is just measuring if we're keeping the frame rate.
        // It is not necessary to keep the frame rate.
        auto time_in_seconds = time_point_cast<seconds>(system_clock::now());
        ++frame_count_per_second;
        if (time_in_seconds > prev_time_in_seconds)
        {
            std::cerr << frame_count_per_second << " frames per second\n";
            frame_count_per_second = 0;
            prev_time_in_seconds = time_in_seconds;
        }

        // This part keeps the frame rate.
        std::this_thread::sleep_until(m_EndFrame);
        m_BeginFrame = m_EndFrame;
        m_EndFrame = m_BeginFrame + invFpsLimit;
    }
}

在C ++ 17及更高版本中,我建议使用invFpsLimit而不是round来构建duration_cast,以获得更好的准确性:

auto invFpsLimit = round<system_clock::duration>(dsec{1./fpsLimit()});

答案 1 :(得分:1)

要获取增量,您可以执行以下操作:

unsgined deltaTime = 1000.0f / frame_count_per_fps; // In milliseconds

答案 2 :(得分:0)

documentation of sleep_until说:

  

由于调度或资源争用延迟,该功能还可能阻塞的时间比到达sleep_time为止的时间更长

如果您确实需要精确的fps,请使用vSync,或将代码中的if块替换为以下循环,该循环在帧时间用完之前不会执行任何操作:

while (m_WorkTime < invFpsLimit)
{
    m_EndFrame = std::chrono::system_clock::now();
    m_WorkTime = m_EndFrame - m_BeginFrame;
}