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Tweak frame timing to avoid overloading the main thread
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parent
7e9ea596a0
commit
148eece065
1 changed files with 26 additions and 41 deletions
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@ -2729,56 +2729,41 @@ bool Application::importSVOFromURL(const QString& urlString) {
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return true;
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}
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bool _renderRequested { false };
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bool Application::event(QEvent* event) {
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if (!Menu::getInstance()) {
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return false;
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}
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// Presentation/painting logic
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// TODO: Decouple presentation and painting loops
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static bool isPaintingThrottled = false;
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if ((int)event->type() == (int)Present) {
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if (isPaintingThrottled) {
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// If painting (triggered by presentation) is hogging the main thread,
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// repost as low priority to avoid hanging the GUI.
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// This has the effect of allowing presentation to exceed the paint budget by X times and
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// only dropping every (1/X) frames, instead of every ceil(X) frames
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// (e.g. at a 60FPS target, painting for 17us would fall to 58.82FPS instead of 30FPS).
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removePostedEvents(this, Present);
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postEvent(this, new QEvent(static_cast<QEvent::Type>(Present)), Qt::LowEventPriority);
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isPaintingThrottled = false;
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int type = event->type();
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switch (type) {
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case Event::Lambda:
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static_cast<LambdaEvent*>(event)->call();
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return true;
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}
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float nsecsElapsed = (float)_lastTimeUpdated.nsecsElapsed();
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if (shouldPaint(nsecsElapsed)) {
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_lastTimeUpdated.start();
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idle(nsecsElapsed);
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postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority);
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}
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isPaintingThrottled = true;
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case Event::Present:
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if (!_renderRequested) {
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float nsecsElapsed = (float)_lastTimeUpdated.nsecsElapsed();
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if (shouldPaint(nsecsElapsed)) {
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_renderRequested = true;
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_lastTimeUpdated.start();
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idle(nsecsElapsed);
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postEvent(this, new QEvent(static_cast<QEvent::Type>(Paint)), Qt::HighEventPriority);
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}
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}
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return true;
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return true;
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} else if ((int)event->type() == (int)Paint) {
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// NOTE: This must be updated as close to painting as possible,
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// or AvatarInputs will mysteriously move to the bottom-right
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AvatarInputs::getInstance()->update();
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case Event::Paint:
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// NOTE: This must be updated as close to painting as possible,
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// or AvatarInputs will mysteriously move to the bottom-right
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AvatarInputs::getInstance()->update();
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paintGL();
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_renderRequested = false;
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return true;
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paintGL();
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isPaintingThrottled = false;
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return true;
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} else if ((int)event->type() == (int)Idle) {
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float nsecsElapsed = (float)_lastTimeUpdated.nsecsElapsed();
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idle(nsecsElapsed);
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return true;
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}
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if ((int)event->type() == (int)Lambda) {
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static_cast<LambdaEvent*>(event)->call();
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return true;
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default:
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break;
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}
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{
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