Контекст OpenGL и честный счетчик кадров
Пункт ноль плана: клиент теперь просит контекст 3.3 в режиме совместимости, а не тот, что выпадал по умолчанию. Зачем: дальний вид будет писаться шейдером GLSL 330, и контекст должен гарантированно быть не ниже 3.3. В профиле совместимости работают и шейдеры игры (#version 120, их 34 штуки), и наши 330-е. LWJGL 2.9.4 выше 3.3 контекст не заказывает - ограничение в его конструкторе, а не в драйвере. Драйвер при этом дает 4.6, и расширение GL_EXT_gpu_shader4, которое просит FXAA-шейдер игры, в этом контексте на месте. Замер кадров теперь пишется в лог каждую секунду: средний, медиана, 1% и 0.1% low. Одного среднего мало: клиент, который идет со 60 кадрами и дважды в секунду проваливается в 10, в среднем остается 60 и ощущается как slideshow. Медленные кадры - это то, что чувствует игрок, поэтому окно держит все времена кадров и говорит про хвост. Среднее и процентили видны и в HUD, так что их не надо вылавливать из скриншотов. Замер: 307 fps | med 2.9 ms | 1% 6.0 ms | 0.1% 18.1 ms.
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@@ -135,6 +135,33 @@ public final class RsxBootstrap {
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}
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}
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/**
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* Writes down what OpenGL we ended up with.
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*
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* The far view is written against a modern context, and the first thing to
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* ask when it draws nothing is what the driver actually gave us.
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*/
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public static void logGl() {
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try {
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Log.info("OpenGL " + org.lwjgl.opengl.GL11.glGetString(
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org.lwjgl.opengl.GL11.GL_VERSION)
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+ " | " + org.lwjgl.opengl.GL11.glGetString(
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org.lwjgl.opengl.GL11.GL_RENDERER)
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+ " | " + org.lwjgl.opengl.GL11.glGetString(
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org.lwjgl.opengl.GL11.GL_VENDOR));
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// The game's own FXAA shader asks for an extension that modern
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// drivers no longer hand out. It is worth knowing whether it is
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// there before a player turns the effect on and the game falls
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// over.
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String extensions = org.lwjgl.opengl.GL11.glGetString(
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org.lwjgl.opengl.GL11.GL_EXTENSIONS);
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Log.info("OpenGL EXT_gpu_shader4: "
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+ (extensions != null && extensions.contains("GL_EXT_gpu_shader4")));
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} catch (Throwable throwable) {
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Log.error("RustNotMC: could not read the OpenGL version", throwable);
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}
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}
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/**
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* Runs one game tick of mod work.
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*
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@@ -172,6 +199,7 @@ public final class RsxBootstrap {
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* the state it did not set alone.
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*/
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public static void renderFrame(Minecraft minecraft) {
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RsxFrameStats.frame();
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if (client != null) {
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client.advanceFrame();
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}
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@@ -84,6 +84,11 @@ public final class RsxClientServices implements ClientServices {
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return this.frame;
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}
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@Override
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public net.rustnotmc.api.client.FrameStats frameStats() {
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return RsxFrameStats.latest();
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}
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private final class RsxScreen implements Screen {
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@Override
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@@ -0,0 +1,111 @@
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package net.rustnotmc.client;
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import java.util.Arrays;
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import net.rustnotmc.api.client.FrameStats;
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import net.rustnotmc.loader.Log;
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/**
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* Counts how fast the frames are going, and how often they do not.
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*
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* The average is what people quote and what hides the stutter. A client that
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* runs at sixty frames a second and drops to ten twice a second still averages
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* sixty, and feels like a slideshow. So the window keeps every frame time and
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* reports the slow tail as well: the median, the one percent low and the tenth
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* of a percent low.
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*
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* The frame time is measured between the frames, which is the whole point: it
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* includes the waiting, so a client that is fast at drawing but slow at
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* getting around to drawing again is caught by it.
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*/
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public final class RsxFrameStats {
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/** A second of frames, with room to spare. */
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private static final int MAX_FRAMES = 4096;
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private static final long[] TIMES = new long[MAX_FRAMES];
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private static int count;
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private static long windowStart;
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private static long lastFrameAt;
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private static long totalFrames;
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private static volatile FrameStats latest = FrameStats.EMPTY;
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private RsxFrameStats() {
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}
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/**
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* Called once per drawn frame.
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*
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* The first frame only starts the clock: there is nothing to compare it
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* against yet.
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*/
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public static void frame() {
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long now = System.nanoTime();
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if (lastFrameAt != 0L) {
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long delta = now - lastFrameAt;
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// a frame longer than a second is a stall, a pause or a breakpoint,
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// and putting it in the window would only say that the machine
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// stopped for a moment
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if (delta > 0L && delta < 1000000000L && count < MAX_FRAMES) {
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TIMES[count++] = delta;
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}
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}
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lastFrameAt = now;
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totalFrames++;
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if (windowStart == 0L) {
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windowStart = now;
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return;
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}
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long elapsed = now - windowStart;
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if (elapsed < 1000000000L) {
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return;
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}
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close(elapsed);
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}
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/** Ends the window, works out the numbers and writes them down. */
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private static void close(long elapsedNanos) {
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long[] sorted = Arrays.copyOf(TIMES, count);
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Arrays.sort(sorted);
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double seconds = elapsedNanos / 1000000000.0D;
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double average = count == 0 ? 0.0D : count / seconds;
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double median = percentile(sorted, 0.50D);
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double onePercent = percentile(sorted, 0.99D);
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double tenthPercent = percentile(sorted, 0.999D);
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double worst = count == 0 ? 0.0D : sorted[count - 1];
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FrameStats stats = new FrameStats(count, average, millis(median),
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millis(onePercent), millis(tenthPercent), millis(worst));
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latest = stats;
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Log.info("frames: " + stats.describe() + " | total " + totalFrames);
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count = 0;
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windowStart = System.nanoTime();
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}
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/** The frame time at that fraction of the window, in nanoseconds. */
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private static double percentile(long[] sorted, double fraction) {
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if (sorted.length == 0) {
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return 0.0D;
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}
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int index = (int) (fraction * sorted.length);
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if (index >= sorted.length) {
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index = sorted.length - 1;
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}
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if (index < 0) {
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index = 0;
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}
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return sorted[index];
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}
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private static double millis(double nanos) {
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return nanos / 1000000.0D;
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}
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/** The last window, never null. */
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public static FrameStats latest() {
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return latest;
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}
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}
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