mirror of https://github.com/godotengine/godot
Merge pull request #103773 from Calinou/windows-low-processor-mode-sleep-cpu
Use more efficient sleep approach on Windows when low-processor mode is enabled
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commit
2324805fdc
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@ -2340,18 +2340,26 @@ void OS_Windows::add_frame_delay(bool p_can_draw) {
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target_ticks += dynamic_delay;
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uint64_t current_ticks = get_ticks_usec();
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if (target_ticks > current_ticks + delay_resolution) {
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uint64_t delay_time = target_ticks - current_ticks - delay_resolution;
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// Make sure we always sleep for a multiple of delay_resolution to avoid overshooting.
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// Refer to: https://learn.microsoft.com/en-us/windows/win32/api/synchapi/nf-synchapi-sleep#remarks
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delay_time = (delay_time / delay_resolution) * delay_resolution;
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if (delay_time > 0) {
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delay_usec(delay_time);
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if (!is_in_low_processor_usage_mode()) {
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if (target_ticks > current_ticks + delay_resolution) {
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uint64_t delay_time = target_ticks - current_ticks - delay_resolution;
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// Make sure we always sleep for a multiple of delay_resolution to avoid overshooting.
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// Refer to: https://learn.microsoft.com/en-us/windows/win32/api/synchapi/nf-synchapi-sleep#remarks
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delay_time = (delay_time / delay_resolution) * delay_resolution;
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if (delay_time > 0) {
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delay_usec(delay_time);
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}
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}
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// Busy wait for the remainder of time.
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while (get_ticks_usec() < target_ticks) {
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YieldProcessor();
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}
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} else {
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// Use a more relaxed approach for low processor usage mode.
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// This has worse frame pacing but is more power efficient.
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if (current_ticks < target_ticks) {
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delay_usec(target_ticks - current_ticks);
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}
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}
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// Busy wait for the remainder of time.
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while (get_ticks_usec() < target_ticks) {
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YieldProcessor();
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}
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current_ticks = get_ticks_usec();
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