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castletimeutils.pas
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/
castletimeutils.pas
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{
Copyright 2000-2018 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Time utilities.
Note that the initialization of this unit calls @link(CastleRandomize)
(which on most platforms just calls standard @code(Randomize))
to initialize random sequence of the standard @code(Random). }
unit CastleTimeUtils;
{$I castleconf.inc}
interface
uses
{$ifdef MSWINDOWS} Windows, {$endif}
{$ifdef UNIX} BaseUnix, Unix, Dl, {$endif} {$ifdef ANDROID} Linux, {$endif}
SysUtils, Math, Generics.Collections,
CastleUtils;
type
{ Time in seconds. This is used throughout my engine to represent time
as a floating-point value with good accuracy in seconds.
Using the "double" precision (not just "single") is good to guarantee
good accuracy. It is also the precision required for storing time in X3D.
See also:
https://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/
https://twitter.com/ID_AA_Carmack/status/418158611664097280
To test that "single" is not enough, open some animation in
view3dscene, and change "on display" time pass to 1000.
It goes even better if AutoRedisplay is @false, and LimitFps is 0.0,
and model is still for some time --- then we do many OnUpdate calls with
very small SecondsPassed values. }
TFloatTime = Double;
const
OldestTime = -MaxDouble;
type
{ @deprecated
To measure time, better use Timer + TimerSeconds or ProcessTimer + ProcessTimerSeconds }
TMilisecTime = QWord
{$ifdef FPC}
// This works in Delphi too, but is too noisy
deprecated 'To measure time, better use Timer + TimerSeconds or ProcessTimer + ProcessTimerSeconds'
{$endif};
{ Check is SecondTime larger by at least TimeDelay than FirstTime.
Simple implementation of this would be @code(SecondTime - FirstTime >= TimeDelay).
FirstTime and SecondTime are milisecond times from some initial point.
For example, they may be taken from a function like 32-bit GetTickCount
(but you actually should use GetTickCount64 with new compilers, never 32-bit GetTickCount).
Such time may "wrap".
This function checks these times intelligently, using the assumption that
the SecondTime is always "later" than the FirstTime, and only having to check
if it's later by at least TimeDelay.
Always TimeTickSecond(X, X, 0) = @true. that is, when both times
are actually equal, it's correctly "later by zero miliseconds". }
function TimeTickSecondLater(const FirstTime, SecondTime, TimeDelay: TMilisecTime): boolean;
deprecated 'to measure time, better use Timer + TimerSeconds or ProcessTimer + ProcessTimerSeconds';
{ Difference in times between SecondTime and FirstTime.
Naive implementation would be just @code(SecondTime - FirstTime),
this function does a little better: takes into account that times may "wrap"
(see TimeTickSecondLater), and uses the assumption that
the SecondTime for sure "later", to calculate hopefully correct difference. }
function TimeTickDiff(const FirstTime, SecondTime: TMilisecTime): TMilisecTime;
deprecated 'to measure time, better use Timer + TimerSeconds or ProcessTimer + ProcessTimerSeconds. Also, this function has non-intuitive argument order, inconsistent with ProcessTimerSeconds and TimerSeconds';
{ Simply add and subtract two TMilisecTime values.
These don't care if TMilisecTime is a point in time, or time interval.
They simply add / subtract values. It's your problem if adding / subtracting
them is sensible.
Range checking is ignored. In particular, this means that if you subtract
smaller value from larger value, the result will be like the time "wrapped"
in between (since TMilisecTime range is limited).
@groupBegin }
function MilisecTimesAdd(const t1, t2: TMilisecTime): TMilisecTime;
deprecated 'to measure time, better use Timer + TimerSeconds or ProcessTimer + ProcessTimerSeconds';
function MilisecTimesSubtract(const t1, t2: TMilisecTime): TMilisecTime;
deprecated 'to measure time, better use Timer + TimerSeconds or ProcessTimer + ProcessTimerSeconds';
{ @groupEnd }
const
MinDateTime: TDateTime = MinDouble;
{ Convert DateTime to string in the form "date at time". }
function DateTimeToAtStr(const DateTime: TDateTime): string;
{ ------------------------------------------------------------------------------
@section(Measuring time (CPU usage of this process, if possible.) }
type
{ Current time from @link(ProcessTimer).
If possible, this measures only the CPU usage local to this process. }
TProcessTimerResult = record
private
Value:
{$ifdef UNIX}
{$ifdef CASTLE_NINTENDO_SWITCH}
QWord
{$else}
clock_t // other Unix
{$endif}
{$endif}
{$ifdef MSWINDOWS} DWord {$endif};
public
{ Seconds passed since this time sample up to now.
Equivalent to @code(ProcessTimerSeconds(ProcessTimer, Self)) }
function ElapsedTime: TFloatTime;
end;
{ Current time, local to this process.
Use this to measure and compare the time it takes your program to do
some calculations.
If possible, this measures only the CPU usage of this process.
So it ignores delays caused by other processes doing something on your system,
and it ignores things like waiting for hard disk (I/O).
This is possible on Unix thanks to the @code(clock) API,
see http://www.gnu.org/software/libc/manual/html_node/Processor-And-CPU-Time.html .
On other platforms (like Windows), this simply measures real time that passed.
You usually take two ProcessTimer values,
subtract them with @link(ProcessTimerSeconds),
and this is the time that passed -- in seconds. Like this:
@longCode(#
var
TimeStart: TProcessTimerResult;
Seconds: TFloatTime;
begin
TimeStart := ProcessTimer;
// ... do something time-consuming ...
Seconds := ProcessTimerSeconds(ProcessTimer, TimeStart);
// or: Seconds := TimeStart.ElapsedTime;
WritelnLog('Seconds passed (in this process): %f', [Seconds]);
end;
#)
}
function ProcessTimer: TProcessTimerResult;
function ProcessTimerNow: TProcessTimerResult; deprecated 'use ProcessTimer';
{ Subtract two times obtained from @link(ProcessTimer),
A-B, return a difference in seconds. }
function ProcessTimerSeconds(const a, b: TProcessTimerResult): TFloatTime;
{ Simple measure of process CPU time. Call ProcessTimerBegin at the beginning
of your calculation, call ProcessTimerEnd at the end. ProcessTimerEnd
returns a float number, with 1.0 being one second.
Note that using this is unsafe in libraries, not to mention multi-threaded
programs (it's not "reentrant") --- you risk that some other code
called ProcessTimerBegin, and your ProcessTimerEnd doesn't measure
what you think. So in general units, do not use this, use @link(ProcessTimer)
and @link(ProcessTimerSeconds) instead.
@groupBegin }
procedure ProcessTimerBegin; deprecated 'instead of this, better to use a local variable, and ProcessTimer and ProcessTimerSeconds';
function ProcessTimerEnd: TFloatTime; deprecated 'instead of this, better to use a local variable, and ProcessTimer and ProcessTimerSeconds';
{ @groupEnd }
{ -----------------------------------------------------------------------------
@section(Measuring real time.) }
type
{ Current time from @link(Timer). }
TTimerResult = record
private
{ The type of this could be platform-dependent. But for now, all platforms
are happy with QWord. }
Value: QWord;
public
{ Seconds passed since this time sample up to now.
Equivalent to @code(TimerSeconds(Timer, Self)) }
function ElapsedTime: TFloatTime;
end;
{ Timer to measure (real) time passed during some operations.
It is a "real" time, which means that subtracting two values measures
the actual time that passed between two events.
Contrast this with @link(ProcessTimer) that tries to measure
only CPU time used by the current process.
Call Timer twice, and calculate the difference (in seconds)
using the TimerSeconds. Like this:
@longCode(#
var
TimeStart: TTimerResult;
Seconds: TFloatTime;
begin
TimeStart := Timer;
// ... do something time-consuming ...
Seconds := TimerSeconds(Timer, TimeStart);
// or: Seconds := TimeStart.ElapsedTime;
WritelnLog('Seconds passed: %f', [Seconds]);
end;
#)
}
function Timer: TTimerResult;
{ Subtract two times obtained from @link(Timer),
A-B, return a difference in seconds. }
function TimerSeconds(const A, B: TTimerResult): TFloatTime;
{ TFramesPerSecond ----------------------------------------------------------- }
type
{ Utility to measure frames per second, independent of actual
rendering API. For example, it can be easily "plugged" into TCastleWindowBase
(see TCastleWindowBase.Fps) or Lazarus GL control (see TCastleControlBase.Fps).
Things named "_" here are supposed to be internal to the TCastleWindowBase /
TCastleControlBase and such implementations. Other properties can be
controlled by the user of TCastleWindowBase / TCastleControlBase. }
TFramesPerSecond = class
private
FOnlyRenderFps: TFloatTime;
FRealFps: TFloatTime;
FSecondsPassed: TFloatTime;
DoZeroNextSecondsPassed: boolean;
FUpdateStartTime: TTimerResult;
LastRecalculateTime: TTimerResult;
RenderStartTime: TTimerResult;
{ 0 means "no frame was rendered yet" }
FramesRendered: QWord;
{ how much time passed inside frame rendering }
OnlyRenderTimePassed: TTimerResult;
FMaxSensibleSecondsPassed: TFloatTime;
FWasSleeping, FSleeping: boolean;
public
const
DefaultMaxSensibleSecondsPassed = 0.5;
constructor Create;
{ Internal for Castle Game Engine.
Called from CastleWindow or CastleControl.
Don't call these methods yourself.
@groupBegin
@exclude }
procedure _RenderBegin;
{ @exclude }
procedure _RenderEnd;
{ @exclude }
procedure _Sleeping;
{ @exclude }
procedure _UpdateBegin;
{ @groupEnd }
{ Rendering speed, measured in frames per second, but accounting only
time spent inside "render" calls (thus ignoring time spent on
physics and other logic).
This measures only time spend in @link(TUIContainer.EventRender)
method (and it's subordinates, like @link(TCastleUserInterface.Render),
@link(TCastleScene.LocalRender),
@link(TCastleWindowBase.OnRender)).
It does not take into account time spent on other activities,
like "update" calls, and it doesn't take into account that frames are possibly
not rendered all the time (when AutoRedisplay = @false).
See https://castle-engine.io/manual_optimization.php#section_fps
for a detailed description what FPS mean and how they should be interpreted.
@seealso RealFps }
property OnlyRenderFps: TFloatTime read FOnlyRenderFps;
property FrameTime: TFloatTime read FOnlyRenderFps;
{$ifdef FPC} deprecated 'use OnlyRenderFps'; {$endif}
{ How many frames per second were actually rendered.
This is the number of @link(TUIContainer.EventRender) calls
that actually happened within a real second of time.
So it's an actual speed of your program.
Anything can slow this down, not only long rendering,
but also slow processing of other events (like "update" that does physics).
When @link(TCastleWindowBase.AutoRedisplay) or
@link(TCastleControlBase.AutoRedisplay) is @false,
this may be very low, since we may not
render the frames all the time (we may sleep for some time,
or perform updates without rendering).
In this case, the RealFps value may be confusing and useless
(it does not reflect the speed of your application).
Use the WasSleeping to detect this, and potentially hide the display
of RealFps from user.
See https://castle-engine.io/manual_optimization.php#section_fps
for a detailed description what FPS mean and how they should be interpreted.
@seealso OnlyRenderFps }
property RealFps: TFloatTime read FRealFps;
property RealTime: TFloatTime read FRealFps; {$ifdef FPC} deprecated 'use RealFps'; {$endif}
{ Some of the frames were not rendered, because the scene and camera
were not moving. This happens only when
@link(TCastleWindowBase.AutoRedisplay)
or @link(TCastleControlBase.AutoRedisplay) are @false,
and it basically indicates that the @link(RealFps) value is not a useful
indicator of your application speed.
See https://castle-engine.io/manual_optimization.php#section_fps
for a detailed description what this means. }
property WasSleeping: boolean read FWasSleeping;
{ Display current FPS (RealFps, OnlyRenderFps, taking into account WasSleeping). }
function ToString: string; override;
{ How much time passed since the last "update".
You should use this inside "update" events and methods
(@link(TUIContainer.EventUpdate),
@link(TInputListener.Update),
@link(TCastleTransform.Update)...) to scale the movement.
This way, your animation will work with the same speed
(objects will travel at the same speed),
regardless of the system performance (regardless of how often
the "update" event occurs).
This is calculated as a time between
start of previous "update" event and start of current "update" event. }
property SecondsPassed: TFloatTime read FSecondsPassed;
property UpdateSecondsPassed: TFloatTime read FSecondsPassed;
{$ifdef FPC} deprecated 'use SecondsPassed'; {$endif}
{ Limit the SecondsPassed variable, to avoid increasing time in game
a lot when a game was hanging or otherwise waiting for some exceptional
event from OS.
Used only when non-zero.
By default it's DefaultMaxSensibleSecondsPassed. }
property MaxSensibleSecondsPassed: TFloatTime
read FMaxSensibleSecondsPassed write FMaxSensibleSecondsPassed;
{ Forces SecondsPassed for the next "update" call to be zero.
This is useful if you just came back from some modal state,
like a modal dialog box (like TCastleWindowBase.FileDialog or modal boxes
in CastleMessages -- they already call this method).
SecondsPassed could be ridicoulously long in such case
(if our message loop is totally paused, as in TCastleWindowBase.FileDialog
on Windows) or not relevant (if we do our message loop,
but we display something entirely different, like CastleMessages).
So it's best to pretend that SecondsPassed is 0.0,
so things such as TCastleSceneCore.Time do not advance wildly
just because we did a modal dialog.
This forces the SecondsPassed to be zero at the next update event
(_UpdateBegin). }
procedure ZeroNextSecondsPassed;
{ Time of last Update call. }
property UpdateStartTime: TTimerResult read FUpdateStartTime;
{ Current frame identifier.
Changed when each container "update" event occurs,
so this is equal during all @link(TInputListener.Update),
@link(TCastleUserInterface.Render), @link(TCastleTransform.Update),
@link(TCastleTransform.LocalRender) occuring within the same frame.
You can use this to avoid performing the same job many times
in a single frame.
Never zero.
It's a class function, so you can access it like
@code(TFramesPerSecond.FrameId),
no need to have a TFramesPerSecond instance (which is usually
accessed from TUIContainer, like @link(TUIContainer.Fps),
@link(TCastleWindowBase.Fps), @link(TCastleControlBase.Fps). }
class function FrameId: QWord;
end;
{$define read_interface}
{$I castletimeutils_profiler.inc}
{$I castletimeutils_now.inc}
{$undef read_interface}
implementation
uses Generics.Defaults, DateUtils,
CastleLog;
{$define read_implementation}
{$I castletimeutils_now.inc}
{$I castletimeutils_profiler.inc}
{$I castletimeutils_gettickcount64.inc}
function TimeTickSecondLater(const FirstTime, SecondTime, TimeDelay: TMilisecTime): boolean;
var
SecondTimeMinusDelay: Int64;
begin
if FirstTime > SecondTime then
WritelnLog('Time', 'FirstTime > SecondTime for TimeTickSecondLater. Maybe 32-bit GetTickCount just wrapped (Windows XP? Otherwise, 64-bit GetTickCount64 should always be used), or maybe you swapped arguments for TimeTickSecondLater.');
{ Need 64 bit signed int to hold the result of QWord - QWord }
{$I norqcheckbegin.inc}
SecondTimeMinusDelay := SecondTime - TimeDelay;
{$I norqcheckend.inc}
if SecondTimeMinusDelay < 0 then
begin
// detected Windows with 32-bit GetTickCount, it just wrapped, fix
SecondTimeMinusDelay := SecondTimeMinusDelay + High(LongWord);
result := (FirstTime > SecondTime) and (FirstTime <= SecondTimeMinusDelay);
end else
result := FirstTime <= SecondTimeMinusDelay;
end;
function TimeTickDiff(const FirstTime, SecondTime: TMilisecTime): TMilisecTime;
begin
{$warnings off} // knowingly using deprecated stuff in another deprecated
result := MilisecTimesSubtract(SecondTime, FirstTime);
{$warnings on}
{old implementation :
if FirstTime <= SecondTime then
result := SecondTime-FirstTime else
result := High(LongWord) -FirstTime +SecondTime;
}
end;
{$I norqcheckbegin.inc}
function MilisecTimesAdd(const t1, t2: TMilisecTime): TMilisecTime;
begin result := t1+t2 end;
function MilisecTimesSubtract(const t1, t2: TMilisecTime): TMilisecTime;
begin result := t1-t2 end;
{$I norqcheckend.inc}
function DateTimeToAtStr(const DateTime: TDateTime): string;
begin
Result := FormatDateTime('yyyy"-"mm"-"dd" at "tt', DateTime);
end;
{ cross-platform process timers ---------------------------------------------- }
function ProcessTimer: TProcessTimerResult;
{$if defined(MSWINDOWS) or defined(CASTLE_NINTENDO_SWITCH)}
begin
Result.Value := CastleGetTickCount64;
{$else}
// other Unixes
var
Dummy: tms;
begin
{ See console.tests/test_times/RESULTS,
it seems that (at least on my Linux? Debian, Linux 2.4.20, libc-2.3.2)
the only reliable way is to use return value from times (from Libc or FpTimes).
tms.tms_utime, tms.tms_stime, clock() values are nonsense!
This is not FPC bug as I tested this with C program too. }
Result.Value := FpTimes(Dummy);
{$endif}
end;
function ProcessTimerNow: TProcessTimerResult;
begin
Result := ProcessTimer;
end;
function ProcessTimerSeconds(const a, b: TProcessTimerResult): TFloatTime;
const
{ Resolution of the timer used by @link(ProcessTimer). }
ProcessTimersPerSec =
{$if defined(MSWINDOWS) or defined(CASTLE_NINTENDO_SWITCH)}
1000 // miliseconds from CastleGetTickCount64
{$else}
{ What is the frequency of FpTimes ?
sysconf (_SC_CLK_TCK) ?
Or does sysconf exist only in Libc ? }
{ Values below were choosen experimentally for Linux and FreeBSD
(and I know that on most UNIXes it should be 128, that's
a traditional value) }
{$ifdef LINUX} 100 {$else}
{$ifdef DARWIN}
{ In /usr/include/ppc/_limits.h and
/usr/include/i386/_limits.h
__DARWIN_CLK_TCK is defined to 100. }
100
{$else}
128
{$endif}
{$endif}
{$endif};
begin
{$I norqcheckbegin.inc}
Result := (A.Value - B.Value) / ProcessTimersPerSec;
{$I norqcheckend.inc}
end;
var
LastProcessTimerBegin: TProcessTimerResult;
procedure ProcessTimerBegin;
begin
LastProcessTimerBegin := ProcessTimer;
end;
function ProcessTimerEnd: TFloatTime;
begin
Result := ProcessTimerSeconds(ProcessTimer, LastProcessTimerBegin);
end;
function TProcessTimerResult.ElapsedTime: TFloatTime;
begin
Result := ProcessTimerSeconds(ProcessTimer, Self);
end;
{ timer ---------------------------------------------------------- }
{$ifdef MSWINDOWS}
type
TTimerFrequency = QWord;
TTimerState = (tsNotInitialized, tsQueryPerformance, tsCastleGetTickCount64);
var
FTimerState: TTimerState = tsNotInitialized;
FTimerFrequency: TTimerFrequency;
{ Set FTimerState to something <> tsNotInitialized.
Also set FTimerFrequency. }
procedure InitTimer;
begin
if QueryPerformanceFrequency(Int64(FTimerFrequency)) then
FTimerState := tsQueryPerformance else
begin
FTimerState := tsCastleGetTickCount64;
FTimerFrequency := 1000;
end;
end;
function TimerFrequency: TTimerFrequency;
begin
if FTimerState = tsNotInitialized then InitTimer;
Result := FTimerFrequency;
end;
function Timer: TTimerResult;
begin
if FTimerState = tsNotInitialized then InitTimer;
if FTimerState = tsQueryPerformance then
QueryPerformanceCounter(Int64(Result.Value))
else
begin
{ Unfortunately, below will cast CastleGetTickCount64 back to 32-bit.
Hopefully QueryPerformanceCounter is usually available. }
Result.Value := CastleGetTickCount64;
end;
end;
{$endif MSWINDOWS}
{$ifdef CASTLE_NINTENDO_SWITCH}
const
TimerFrequency = 1000;
function Timer: TTimerResult;
begin
Result.Value := CastleGetTickCount64;
end;
{$endif}
{$if defined(UNIX) and not defined(CASTLE_NINTENDO_SWITCH)}
type
TTimerFrequency = LongWord;
const
TimerFrequency: TTimerFrequency = 1000000;
{$ifdef ANDROID}
function Timer: TTimerResult;
var
tp: TimeSpec;
begin
{ Android has three clocks we need use clock which never leaps forward
or backward. This clock we can get by clock_gettime(CLOCK_MONOTONIC).
The FpGettimeofday() uses "wall" clock which can go back or forward when
synchronization comes more info:
https://stackoverflow.com/questions/3832097/how-to-get-the-current-time-in-native-android-code
https://developer.android.com/reference/android/os/SystemClock.html }
clock_gettime(CLOCK_MONOTONIC, @tp);
Result.Value := QWord(tp.tv_sec) * 1000000 + QWord(tp.tv_nsec div 1000);
end;
{$else}
function Timer: TTimerResult;
var
tv: TTimeval;
begin
FpGettimeofday(@tv, nil);
{ We can fit whole TTimeval inside QWord, no problem. }
Result.Value := QWord(tv.tv_sec) * 1000000 + QWord(tv.tv_usec);
end;
{$endif}
{$endif UNIX}
function TimerSeconds(const A, B: TTimerResult): TFloatTime;
begin
Result := (A.Value - B.Value) / TimerFrequency;
end;
function TTimerResult.ElapsedTime: TFloatTime;
begin
Result := TimerSeconds(Timer, Self);
end;
{ TFramesPerSecond ----------------------------------------------------------- }
var
FFrameId: QWord = 1;
constructor TFramesPerSecond.Create;
const
DefaultFps = 60.0;
begin
inherited;
{ init time measurements to some sensible defaults }
FOnlyRenderFps := DefaultFps;
FRealFps := DefaultFps;
{ for SecondsPassed this initialization is actually not essential,
since we call ZeroNextSecondsPassed anyway.
But in case programmer will (incorrectly!) try to use SecondsPassed
before _UpdateBegin call, it's useful to have here some predictable value. }
FSecondsPassed := 1 / DefaultFps;
{ the default is non-zero now, since all Android games need it }
FMaxSensibleSecondsPassed := DefaultMaxSensibleSecondsPassed;
ZeroNextSecondsPassed;
end;
procedure TFramesPerSecond._RenderBegin;
begin
RenderStartTime := Timer;
end;
procedure TFramesPerSecond._RenderEnd;
begin
Inc(FramesRendered);
OnlyRenderTimePassed.Value := OnlyRenderTimePassed.Value + Timer.Value - RenderStartTime.Value;
end;
procedure TFramesPerSecond._Sleeping;
begin
FSleeping := true;
end;
function TFramesPerSecond.ToString: string;
begin
if (RealFps = 0) and (OnlyRenderFps = 0) then
Exit('no frames rendered');
if WasSleeping then
Result := 'no need to render all frames'
else
Result := Format('%f', [RealFps]);
Result := Result + Format(' (only render: %f)', [OnlyRenderFps]);
end;
procedure TFramesPerSecond._UpdateBegin;
{ Update RealFps, OnlyRenderFps, WasSleeping }
procedure UpdateFps;
const
TimeToRecalculate = 1.0; { in seconds }
var
NowTime: TTimerResult;
begin
NowTime := Timer;
if TimerSeconds(NowTime, LastRecalculateTime) >= TimeToRecalculate then
begin
{ update FRealFps, FOnlyRenderFps once for TimeToRecalculate time.
This way they don't change rapidly.
Previously we used more elaborate hacks for this (resetting
their times after a longer periods, but keeping some previous
results), but they were complex and bad: when the game speed
was changing suddenly, FRealFps, FOnlyRenderFps should also change
suddenly, not gradually increase / decrease. }
FRealFps := FramesRendered / TimerSeconds(NowTime, LastRecalculateTime);
FWasSleeping := FSleeping;
if OnlyRenderTimePassed.Value > 0 then
FOnlyRenderFps := FramesRendered * TimerFrequency / OnlyRenderTimePassed.Value
else
FOnlyRenderFps := 0;
LastRecalculateTime := NowTime;
FramesRendered := 0;
OnlyRenderTimePassed.Value := 0;
FSleeping := false;
end;
end;
var
NewUpdateStartTime: TTimerResult;
begin
{ update FSecondsPassed, DoZeroNextSecondsPassed, FUpdateStartTime }
NewUpdateStartTime := Timer;
if DoZeroNextSecondsPassed then
begin
FSecondsPassed := 0.0;
DoZeroNextSecondsPassed := false;
end else
begin
FSecondsPassed := TimerSeconds(NewUpdateStartTime, FUpdateStartTime);
if MaxSensibleSecondsPassed > 0 then
FSecondsPassed := Min(FSecondsPassed, MaxSensibleSecondsPassed);
end;
FUpdateStartTime := NewUpdateStartTime;
Inc(FFrameId);
UpdateFps;
end;
procedure TFramesPerSecond.ZeroNextSecondsPassed;
begin
DoZeroNextSecondsPassed := true;
end;
class function TFramesPerSecond.FrameId: QWord;
begin
Result := FFrameId;
end;
initialization
{ Required by Random and all stuff on top of it }
CastleRandomize;
finalization
FreeAndNil(FProfiler);
end.