dynamically choose frameskip or timeout

This commit is contained in:
Corwin 2024-04-06 03:26:06 +01:00
parent 61a7e2fa64
commit 3b2ebe6001
No known key found for this signature in database
2 changed files with 62 additions and 0 deletions

View file

@ -8,6 +8,7 @@ import {
import mGBA from "./vendor/mgba";
import { GbaKey, KeyBindings } from "./bindings";
import { styled } from "styled-components";
import { useSmoothedFramerate } from "./useSmoothedFramerate.hook";
type Module = any;
@ -40,6 +41,14 @@ export interface MgbaHandle {
buttonRelease: (key: GbaKey) => void;
}
const whichFrameSkip = (frameRate: number): number | undefined => {
if ((frameRate + 5) % 60 <= 10) {
// framerate close to multiple of 60
// use frameskip
return Math.round(frameRate / 60);
}
};
export const Mgba = forwardRef<MgbaHandle, MgbaProps>(
({ gameUrl, volume, controls, paused }, ref) => {
const canvas = useRef(null);
@ -92,6 +101,24 @@ export const Mgba = forwardRef<MgbaHandle, MgbaProps>(
};
}, [state]);
const frameRate = useSmoothedFramerate();
const frameSkipToUse = whichFrameSkip(frameRate);
useEffect(() => {
if (!gameLoaded) return;
if (frameSkipToUse) {
// framerate close to multiple of 60
// use frameskip
console.log("Using frameskip");
mgbaModule.current.setMainLoopTiming(1, frameSkipToUse);
} else {
// frame rate not close to multiple of 60, use timeout
console.log("Using timeout");
mgbaModule.current.setMainLoopTiming(0, 1000 / 59.727500569606);
}
}, [frameSkipToUse, gameLoaded]);
useEffect(() => {
if (!gameLoaded) return;

View file

@ -0,0 +1,35 @@
import { useEffect, useState } from "react";
export const useSmoothedFramerate = (): number => {
const [smoothedFrameTime, setSmoothedFrameTime] = useState(60);
useEffect(() => {
let previous: number | undefined = undefined;
let stopped = false;
const raf = (time: DOMHighResTimeStamp) => {
if (previous) {
let delta = time - previous;
setSmoothedFrameTime((time) => (time * 3 + delta) / 4);
}
previous = time;
if (!stopped) {
window.requestAnimationFrame(raf);
}
}
window.requestAnimationFrame(raf);
return () => { stopped = true; }
}, []);
return Math.round(1 / (smoothedFrameTime / 1000));
}