Fixed CPU usage indicator uncorrect behavior
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b749c4894b
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451302d67e
@ -26,9 +26,9 @@ void DebugUI::DrawDebugData(std::shared_ptr<sf::RenderWindow> context) {
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std::ostringstream outStrStream;
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outStrStream << std::fixed;
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outStrStream << std::setprecision(0) << "CPU Usage: " << gDbgStats.cpu_usage << " % (cycle: " << std::setprecision(1) << gDbgStats.loop_time << " ms)" << std::endl;
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outStrStream << std::setprecision(0) << "FPS: " << gDbgStats.fps << std::endl;
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outStrStream << std::setprecision(1) << "RAM Usage: " << gDbgStats.ram_virt_usage << "MB(V) / " << gDbgStats.ram_phys_usage << "MB(P)";
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outStrStream << std::setprecision(0) << "CPU: " << gDbgStats.cpu_usage << "% (cycle time: " << std::setprecision(3) << gDbgStats.loop_time << "ms)" << std::endl;
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outStrStream << std::setprecision(1) << "RAM: " << gDbgStats.ram_virt_usage << "MB(V) / " << gDbgStats.ram_phys_usage << "MB(P)" << std::endl;
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outStrStream << std::setprecision(0) << "FPS: " << gDbgStats.fps;
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gDbgText.setString(outStrStream.str());
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context->draw(gDbgText);
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@ -21,13 +21,23 @@ public:
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}
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const double GetDeltaTime() {
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return GetDeltaTime(false);
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return GetDeltaTime(false, true);
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}
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const double GetDeltaTime(bool reset) {
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const double GetDeltaTimeUs() {
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return GetDeltaTime(false, false);
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}
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const double GetDeltaTime(bool reset, bool msMode) {
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auto curr_time = std::chrono::high_resolution_clock::now();
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double ret = std::chrono::duration_cast<std::chrono::milliseconds>(curr_time - t_previousDelta).count();
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double ret = 0;
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if (msMode)
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ret = std::chrono::duration_cast<std::chrono::milliseconds>(curr_time - t_previousDelta).count();
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else
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ret = std::chrono::duration_cast<std::chrono::microseconds>(curr_time - t_previousDelta).count();
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if (reset)
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this->t_previousDelta = curr_time;
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return ret;
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}
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23
Game.cpp
23
Game.cpp
@ -13,7 +13,7 @@
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using std::make_shared;
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using std::make_unique;
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#define TARGET_FPS (1000/60)
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#define TARGET_FPS (60)
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std::unique_ptr<SysTimer> mPerfsTimer = nullptr;
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@ -55,14 +55,15 @@ GAME_STATUS Game::Tick(SysTimer& time) {
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static std::vector<double> msTicksMonitoring;
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static double mPrevdelta = 0;
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static unsigned int mFrameCnt = 0;
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double mDelta = time.GetDeltaTime();
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double mDelta = time.GetDeltaTimeUs();
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// Debug performance computations
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if (mDbgUI != nullptr && mPerfsTimer != nullptr) {
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msTicksMonitoring.push_back((mDelta - mPrevdelta) / TARGET_FPS);
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msTicksMonitoring.push_back((mDelta - mPrevdelta) / (1000000/TARGET_FPS));
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if (mPerfsTimer->GetDeltaTime() >= 1000) { // Re-evaluate CPU usage every seconds (for FP'S')
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double cpuUsage = std::accumulate(msTicksMonitoring.begin(), msTicksMonitoring.end(), 0) / msTicksMonitoring.size();
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double cpuUsage = 100 * std::accumulate(msTicksMonitoring.begin(), msTicksMonitoring.end(), (double)(0)) / msTicksMonitoring.size();
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mDbgUI->UpdateDebugData(cpuUsage, (mDelta - mPrevdelta), mFrameCnt, (PerfsGetVirtMem() / 1000), (PerfsGetPhysMem() / 1000));
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mDbgUI->UpdateDebugData(cpuUsage, ((mDelta - mPrevdelta) / 1000), mFrameCnt, (PerfsGetVirtMem() / 1000), (PerfsGetPhysMem() / 1000));
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mFrameCnt = 0;
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msTicksMonitoring.clear();
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@ -71,14 +72,19 @@ GAME_STATUS Game::Tick(SysTimer& time) {
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}
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sf::Event event;
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while (mMainWindow->pollEvent(event)) { // Wait for next frame (fixed FPS)
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while (mMainWindow->pollEvent(event)) {
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if (event.type == sf::Event::Closed)
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mMainWindow->close();
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}
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// Update game stats and internal stuff
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Update();
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if (mDelta >= TARGET_FPS) { //TODO: Replace with global var and use dynamic window loader
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// Ugly way to wait for next frame... Maybe create a separate thread for rendering?
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//while(time.GetDeltaTime() < (1000/TARGET_FPS)) {}
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// Process to the final rendering
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if (time.GetDeltaTime() >= (1000/TARGET_FPS)) {
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Render();
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mFrameCnt++;
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time.Reset();
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@ -87,8 +93,7 @@ GAME_STATUS Game::Tick(SysTimer& time) {
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mPrevdelta = mDelta;
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}
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sf::sleep(sf::milliseconds(TARGET_FPS - (mDelta - mPrevdelta)));
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// Return the current process stat to the head process (TODO: convert to thread)
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if (mMainWindow->isOpen())
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return GAME_RUNNING;
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else
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