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#![deny(missing_docs)]
#[cfg(not(target_arch = "wasm32"))]
use bevy::winit::WinitWindows;
use bevy::{
ecs::schedule::ShouldRun,
prelude::*,
render::{Extract, RenderApp, RenderStage},
utils::Instant,
};
use std::{
sync::{Arc, Mutex},
time::Duration,
};
#[cfg(feature = "framepace_debug")]
pub mod debug;
#[derive(Debug, Clone, Component)]
pub struct FramepacePlugin;
impl Plugin for FramepacePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<FramepaceSettings>()
.init_resource::<FrametimeLimit>()
.init_resource::<FramePaceStats>();
#[cfg(not(target_arch = "wasm32"))]
app.add_system_to_stage(CoreStage::Update, get_display_refresh_rate);
app.sub_app_mut(RenderApp)
.insert_resource(FrameTimer::default())
.add_system_to_stage(RenderStage::Extract, extract_resources)
.add_system_to_stage(
RenderStage::Cleanup,
framerate_limiter
.at_end()
.with_run_criteria(|settings: Res<FramepaceSettings>| {
if settings.limiter.is_enabled() {
ShouldRun::Yes
} else {
ShouldRun::No
}
}),
);
}
}
#[derive(Debug, Clone, Resource, Reflect)]
pub struct FramepaceSettings {
pub limiter: Limiter,
}
impl FramepaceSettings {
pub fn with_limiter(mut self, limiter: Limiter) -> Self {
self.limiter = limiter;
self
}
}
impl Default for FramepaceSettings {
fn default() -> FramepaceSettings {
FramepaceSettings {
limiter: Limiter::Auto,
}
}
}
#[derive(Debug, Clone, Reflect)]
pub enum Limiter {
Auto,
Manual(Duration),
Off,
}
impl Limiter {
pub fn is_enabled(&self) -> bool {
!matches!(self, Limiter::Off)
}
pub fn from_framerate(framerate: f64) -> Self {
Limiter::Manual(Duration::from_secs_f64(1.0 / framerate))
}
}
impl std::fmt::Display for Limiter {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let output = match self {
Limiter::Auto => "Auto".into(),
Limiter::Manual(t) => format!("{:.2} fps", 1.0 / t.as_secs_f32()),
Limiter::Off => "Off".into(),
};
write!(f, "{}", output)
}
}
#[derive(Debug, Default, Clone, Reflect, Resource)]
pub struct FrametimeLimit(Duration);
#[derive(Debug, Resource, Reflect)]
pub struct FrameTimer {
render_end: Instant,
}
impl Default for FrameTimer {
fn default() -> Self {
FrameTimer {
render_end: Instant::now(),
}
}
}
#[cfg(not(target_arch = "wasm32"))]
fn get_display_refresh_rate(
settings: Res<FramepaceSettings>,
winit: NonSend<WinitWindows>,
windows: Res<Windows>,
mut frame_limit: ResMut<FrametimeLimit>,
) {
if !settings.is_changed() && !winit.is_changed() {
return;
}
let new_frametime = match settings.limiter {
Limiter::Auto => match detect_frametime(winit, windows) {
Some(frametime) => frametime,
None => return,
},
Limiter::Manual(frametime) => frametime,
Limiter::Off => {
info!("Frame limiter disabled");
return;
}
};
if new_frametime != frame_limit.0 {
info!("Frametime limit changed to: {:?}", new_frametime);
frame_limit.0 = new_frametime;
}
}
#[cfg(not(target_arch = "wasm32"))]
fn detect_frametime(winit: NonSend<WinitWindows>, windows: Res<Windows>) -> Option<Duration> {
let best_framerate = {
let monitor = winit
.get_window(windows.get_primary()?.id())?
.current_monitor()?;
bevy::winit::get_best_videomode(&monitor).refresh_rate_millihertz() as f64 / 1000.0 - 0.5
};
let best_frametime = Duration::from_secs_f64(1.0 / best_framerate);
Some(best_frametime)
}
fn extract_resources(
mut commands: Commands,
settings: Extract<Res<FramepaceSettings>>,
framerate_limit: Extract<Res<FrametimeLimit>>,
stats: Extract<Res<FramePaceStats>>,
) {
commands.insert_resource(settings.to_owned());
commands.insert_resource(framerate_limit.to_owned());
commands.insert_resource(stats.to_owned());
}
#[derive(Clone, Debug, Default, Resource)]
pub struct FramePaceStats {
frametime: Arc<Mutex<Duration>>,
oversleep: Arc<Mutex<Duration>>,
}
pub fn framerate_limiter(
mut timer: ResMut<FrameTimer>,
target_frametime: Res<FrametimeLimit>,
stats: Res<FramePaceStats>,
) {
#[cfg(not(target_arch = "wasm32"))]
spin_sleep::sleep(
target_frametime
.0
.saturating_sub(timer.render_end.elapsed()),
);
let frame_time_actual = timer.render_end.elapsed();
*stats.frametime.try_lock().unwrap() = frame_time_actual;
*stats.oversleep.try_lock().unwrap() = frame_time_actual.saturating_sub(target_frametime.0);
timer.render_end = Instant::now();
}