[#8397] "playback fps' jumps all over the map
average over the last 8 times to reduce flickering. ideally this would show how many frames were drawn in the last second. but I think this is good enough just to get an idea how fast the animation is playing without annoying flicker.
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@@ -3394,8 +3394,12 @@ static double swaptime;
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static int curmode;
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/* used for fps display */
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#define REDRAW_FRAME_AVERAGE 8
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static double redrawtime;
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static double lredrawtime;
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static float redrawtimes_fps[REDRAW_FRAME_AVERAGE];
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static short redrawtime_index;
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int update_time(void)
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{
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@@ -3418,13 +3422,32 @@ static void draw_viewport_fps(ScrArea *sa)
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{
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float fps;
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char printable[16];
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int i, tot;
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if (lredrawtime == redrawtime)
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return;
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printable[0] = '\0';
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fps = (float)(1.0/(lredrawtime-redrawtime));
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#if 0
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/* this is too simple, better do an average */
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fps = (float)(1.0/(lredrawtime-redrawtime))
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#else
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redrawtimes_fps[redrawtime_index] = (float)(1.0/(lredrawtime-redrawtime));
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for (i=0, tot=0, fps=0.0f ; i < REDRAW_FRAME_AVERAGE ; i++) {
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if (redrawtimes_fps[i]) {
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fps += redrawtimes_fps[i];
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tot++;
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}
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}
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redrawtime_index++;
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if (redrawtime_index >= REDRAW_FRAME_AVERAGE)
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redrawtime_index = 0;
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fps = fps / tot;
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#endif
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/* is this more then half a frame behind? */
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if (fps+0.5 < FPS) {
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@@ -3549,6 +3572,12 @@ void inner_play_anim_loop(int init, int mode)
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cached = cached_dynamics(PSFRA,PEFRA);
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redrawtime = 1.0/FPS;
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redrawtime_index = REDRAW_FRAME_AVERAGE;
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while(redrawtime_index--) {
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redrawtimes_fps[redrawtime_index] = 0.0;
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}
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lredrawtime = 0.0;
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return;
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}
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