1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
use bevy::{
    prelude::*,
    render::{RenderApp, RenderStage, RenderWorld},
    winit::WinitWindows,
};
use std::time::{Duration, Instant};

#[derive(Debug, Clone, Component)]
pub struct FramepacePlugin {
    enabled: bool,
    framerate_limit: FramerateLimit,
    /// How early should we cut the sleep time by, to make sure we have enough time to render our
    /// frame if it takes longer than expected? Increasing this number makes dropped frames less
    /// likely, but increases motion-to-photon latency of user input rendered to screen. Use
    /// `FramepacePlugin::default()` as a starting point.
    safety_margin: Duration,
}
impl Plugin for FramepacePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(self.clone())
            .insert_resource(MeasuredFramerateLimit(0))
            .add_system_to_stage(CoreStage::Update, measure_refresh_rate);
        app.sub_app_mut(RenderApp)
            .insert_resource(FrameTimer::default())
            .add_system_to_stage(RenderStage::Extract, extract_refresh_rate)
            .add_system_to_stage(RenderStage::Render, framerate_exact_limiter)
            .add_system_to_stage(RenderStage::Cleanup, framerate_limit_forward_estimator);
    }
}
impl Default for FramepacePlugin {
    fn default() -> Self {
        Self {
            enabled: true,
            framerate_limit: FramerateLimit::Auto,
            safety_margin: Duration::from_micros(500),
        }
    }
}
impl FramepacePlugin {
    pub fn framerate(fps: u64) -> Self {
        Self {
            framerate_limit: FramerateLimit::Manual(fps),
            ..Default::default()
        }
    }
}

#[derive(Debug, Clone)]
pub enum FramerateLimit {
    /// Uses the window's refresh rate to set the framerate limit
    Auto,
    /// Set a manual framerate limit. Note this should be <= to the window's refresh rate.
    Manual(u64),
}
#[derive(Debug, Clone, Component)]
pub struct MeasuredFramerateLimit(u64);

#[derive(Debug)]
struct FrameTimer {
    post_render_start: Instant,
    render_start: Instant,
    exact_sleep: Duration,
}
impl Default for FrameTimer {
    fn default() -> Self {
        FrameTimer {
            post_render_start: Instant::now(),
            render_start: Instant::now(),
            exact_sleep: Duration::from_millis(0),
        }
    }
}

fn measure_refresh_rate(
    settings: Res<FramepacePlugin>,
    winit: Res<WinitWindows>,
    windows: Res<Windows>,
    mut meas_limit: ResMut<MeasuredFramerateLimit>,
) {
    if !windows.is_changed() && !settings.is_changed() && !winit.is_changed() {
        return;
    }
    let update = match settings.framerate_limit {
        FramerateLimit::Auto => {
            let modes = winit
                .get_window(windows.get_primary().unwrap().id())
                .unwrap()
                .current_monitor()
                .unwrap()
                .video_modes();
            let best = modes.map(|f| f.refresh_rate() as u64).max();
            if let Some(framerate) = best {
                if framerate != meas_limit.0 {
                    Some(framerate)
                } else {
                    None
                }
            } else {
                None
            }
        }
        FramerateLimit::Manual(framerate) => {
            if framerate != meas_limit.0 {
                Some(framerate)
            } else {
                None
            }
        }
    };
    if let Some(fps) = update {
        *meas_limit = MeasuredFramerateLimit(fps);
        info!("Detected refresh rate is: {} fps", fps);
    }
}

fn extract_refresh_rate(
    settings: Res<FramepacePlugin>,
    framerate_limit: Res<MeasuredFramerateLimit>,
    mut r_world: ResMut<RenderWorld>,
) {
    r_world.insert_resource(framerate_limit.clone());
    r_world.insert_resource(settings.clone());
}

/// How long we *think* we should sleep before starting to render the next frame
fn framerate_limit_forward_estimator(
    mut timer: ResMut<FrameTimer>,
    settings: Res<FramepacePlugin>,
    refresh_rate: Res<MeasuredFramerateLimit>,
) {
    let framerate_limit = refresh_rate.0;
    let render_end = Instant::now();
    let target_frametime = Duration::from_micros(1_000_000 / framerate_limit);
    let last_frametime = render_end.duration_since(timer.post_render_start);
    let last_render_time = last_frametime - timer.exact_sleep;
    let estimated_cpu_time_needed = last_render_time + settings.safety_margin;
    let estimated_sleep_time = target_frametime - target_frametime.min(estimated_cpu_time_needed);
    if settings.enabled {
        spin_sleep::sleep(estimated_sleep_time);
    }
    timer.post_render_start = Instant::now();
}

fn framerate_exact_limiter(
    mut timer: ResMut<FrameTimer>,
    settings: Res<FramepacePlugin>,
    refresh_rate: Res<MeasuredFramerateLimit>,
) {
    let framerate_limit = refresh_rate.0;
    let system_start = Instant::now();
    let target_frametime = Duration::from_micros(1_000_000 / framerate_limit);
    let this_frametime = system_start.duration_since(timer.render_start);
    let sleep_needed = target_frametime - target_frametime.min(this_frametime);
    let sleep_needed_safe =
        sleep_needed.max(Duration::from_micros(500)) - Duration::from_micros(500);
    if settings.enabled {
        spin_sleep::sleep(sleep_needed_safe);
    }
    if sleep_needed.is_zero() {
        warn!(
            "Frame dropped. Frametime: {:.2?} (+{})",
            this_frametime,
            format!(
                "{:.2}ms",
                (this_frametime - target_frametime).as_micros() as f32 / 1000.0
            ),
        );
    }
    timer.render_start = Instant::now();
    timer.exact_sleep = timer.render_start.duration_since(system_start);
}