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Move frame delaying functions from Main to OS.
Will allow specific platforms to override it and avoid blocking on the
main/GUI thread.
(cherry picked from commit 1b6e3458b2)
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@@ -2008,7 +2008,6 @@ bool Main::start() {
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*/
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uint64_t Main::last_ticks = 0;
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uint64_t Main::target_ticks = 0;
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uint32_t Main::frames = 0;
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uint32_t Main::frame = 0;
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bool Main::force_redraw_requested = false;
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@@ -2163,38 +2162,7 @@ bool Main::iteration() {
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if (fixed_fps != -1)
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return exit;
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const uint32_t frame_delay = Engine::get_singleton()->get_frame_delay();
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if (frame_delay) {
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// Add fixed frame delay to decrease CPU/GPU usage. This doesn't take
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// the actual frame time into account.
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// Due to the high fluctuation of the actual sleep duration, it's not recommended
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// to use this as a FPS limiter.
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OS::get_singleton()->delay_usec(frame_delay * 1000);
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}
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// Add a dynamic frame delay to decrease CPU/GPU usage. This takes the
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// previous frame time into account for a smoother result.
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uint64_t dynamic_delay = 0;
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if (OS::get_singleton()->is_in_low_processor_usage_mode() || !OS::get_singleton()->can_draw()) {
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dynamic_delay = OS::get_singleton()->get_low_processor_usage_mode_sleep_usec();
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}
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const int target_fps = Engine::get_singleton()->get_target_fps();
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if (target_fps > 0 && !Engine::get_singleton()->is_editor_hint()) {
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// Override the low processor usage mode sleep delay if the target FPS is lower.
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dynamic_delay = MAX(dynamic_delay, (uint64_t)(1000000 / target_fps));
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}
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if (dynamic_delay > 0) {
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target_ticks += dynamic_delay;
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uint64_t current_ticks = OS::get_singleton()->get_ticks_usec();
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if (current_ticks < target_ticks) {
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OS::get_singleton()->delay_usec(target_ticks - current_ticks);
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}
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current_ticks = OS::get_singleton()->get_ticks_usec();
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target_ticks = MIN(MAX(target_ticks, current_ticks - dynamic_delay), current_ticks + dynamic_delay);
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}
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OS::get_singleton()->add_frame_delay(OS::get_singleton()->can_draw());
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#ifdef TOOLS_ENABLED
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if (auto_build_solutions) {
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