Rework GuiVideoRenderer's Estimated Time Left to ignore the first frame (which took a long time to initialize) and be able to cope with multiple frames changing since the last update (Fast Rendering Mode) | https://trello.com/c/szQQycno/

This commit is contained in:
CrushedPixel
2015-07-24 13:09:32 +02:00
parent 853c8a45e0
commit aae4af2062

View File

@@ -43,16 +43,6 @@ public class GuiVideoRenderer extends GuiScreen {
private DynamicTexture previewTexture;
private boolean previewTextureDirty;
private int renderTimeTaken = 0;
private long prevTime = -1;
private long prevRenderTime = -1;
private int[] renderTimes = new int[50];
private int currentIndex = 0;
private int prevRenderedFrames = 0;
private int renderTimeLeft = 0;
public GuiVideoRenderer(VideoRenderer renderer) {
this.renderer = renderer;
}
@@ -106,49 +96,91 @@ public class GuiVideoRenderer extends GuiScreen {
}
}
//the total render time
private int renderTimeTaken = 0;
//the time at which the Screen was last updated
private long prevTime = -1;
//the time at which the rendering of the current frame started
private long frameStartTime = -1;
//the amount of frames that were rendered when the time left was last updated
private int prevRenderedFrames = 0;
//the estimated render time that is left (in seconds)
private int renderTimeLeft = 0;
//each of the durations the rendering process took for the last 50 frames
private int[] renderTimes = new int[50];
//the algorithm's current position in the renderTimes array
private int currentIndex = 0;
@Override
public void drawScreen(int mouseX, int mouseY, float partialTicks) {
long current = System.currentTimeMillis();
//calculate estimated time left
if(prevRenderTime == -1) {
prevRenderTime = current;
prevTime = current;
}
if(prevRenderedFrames < renderer.getFramesDone()) {
prevRenderedFrames = renderer.getFramesDone();
int renderTime = (int)(current - prevRenderTime);
renderTimes[currentIndex] = renderTime;
int validValues = 0;
int totalTime = 0;
for(int i : renderTimes) {
if(i > 0) {
totalTime += i;
validValues++;
}
}
float averageRenderTime = validValues > 0 ? totalTime / validValues : 0;
prevRenderTime = current;
//remaining render time in seconds
renderTimeLeft = Math.round((averageRenderTime * (renderer.getTotalFrames() - renderer.getFramesDone())) / 1000);
}
if(!renderer.isPaused()) {
//first, update the total render time (only if rendering is not paused and has already started)
if(!renderer.isPaused() && renderer.getFramesDone() > 0 && prevTime > -1) {
renderTimeTaken += (current - prevTime);
} else {
//if the rendering process is paused, we have to update the frame start time to prevent huge render times
//for the currently rendered frame(s)
frameStartTime = current;
}
//always update prevTime, so we don't get huge time jumps when unpausing the rendering process
prevTime = current;
currentIndex++;
if(currentIndex >= renderTimes.length) currentIndex = 0;
//calculate estimated time left
//if the amount of rendered frames has increased since the last update
if(prevRenderedFrames < renderer.getFramesDone()) {
//we don't include the first frame in our calculations,
//as setting up the rendering process takes a few seconds
if(prevRenderedFrames > 0) {
//calculate the amount of frames that have been rendered since the last update
int framesRendered = renderer.getFramesDone() - prevRenderedFrames;
//calculate the time it took to render these frames
int renderTime = (int)(current - frameStartTime);
//calculate the average time it took for each of these frames to render
int avgRenderTime = renderTime/framesRendered;
//add all of the average render times to the render times array
for(int i=0; i<framesRendered; i++) {
renderTimes[currentIndex] = avgRenderTime;
currentIndex++;
if(currentIndex >= renderTimes.length) currentIndex = 0;
}
//the renderTimes array initially contains lots of zeros,
//so we count the amount of valid timespans
int validValues = 0;
int totalTime = 0;
for(int i : renderTimes) {
if(i > 0) {
totalTime += i;
validValues++;
}
}
//calculate the average render time for the previous [up to 50] frames
float averageRenderTime = validValues > 0 ? totalTime / validValues : 0;
//calculate the remaining render time in seconds
renderTimeLeft = Math.round((averageRenderTime * (renderer.getTotalFrames() - renderer.getFramesDone())) / 1000);
}
//set the render start time of the next frame(s) to the current timestamp
frameStartTime = current;
//update the amount of rendered frames for the last calculation
prevRenderedFrames = renderer.getFramesDone();
}
String takenString = I18n.format("replaymod.gui.rendering.timetaken")+": "+DurationUtils.convertSecondsToString(renderTimeTaken/1000);
String leftString = I18n.format("replaymod.gui.rendering.timeleft")+": "+DurationUtils.convertSecondsToString(renderTimeLeft);