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217 lines
9.4 KiB
217 lines
9.4 KiB
function schedule_draw(state, context) { |
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if (!state.timers.raf) { |
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window.requestAnimationFrame(() => { |
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draw(state, context); |
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}); |
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state.timers.raf = true; |
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} |
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} |
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function upload_if_needed(gl, buffer_kind, serializer) { |
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if (serializer.need_gpu_allocate) { |
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if (config.debug_print) console.debug('gpu allocate'); |
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gl.bufferData(buffer_kind, serializer.size, gl.DYNAMIC_DRAW); |
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serializer.need_gpu_allocate = false; |
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serializer.gpu_upload_from = 0; |
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} |
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if (serializer.gpu_upload_from < serializer.offset) { |
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if (config.debug_print) console.debug('gpu upload'); |
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const upload_offset = serializer.gpu_upload_from; |
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const upload_size = serializer.offset - upload_offset; |
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gl.bufferSubData(buffer_kind, upload_offset, new Uint8Array(serializer.buffer, upload_offset, upload_size)); |
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serializer.gpu_upload_from = serializer.offset; |
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} |
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} |
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function upload_square_rgba16ui_texture(gl, serializer, texture_size) { |
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const bpp = 2 * 4; |
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const data_size = serializer.offset; |
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const data_pixels = data_size / bpp; // data_size % bpp is expected to always be zero here |
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const rows = Math.ceil(data_pixels / texture_size); |
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const last_row = data_pixels % texture_size; |
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const whole_upload = (rows - 1) * texture_size * bpp; |
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// Upload whole rows |
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if (rows > 1) { |
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, texture_size, rows - 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, 0, whole_upload / 2)); |
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} |
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// Upload last row |
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if (last_row > 0) { |
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const last_row_upload = last_row * bpp; |
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, rows - 1, last_row, 1, gl.RGBA_INTEGER, gl.UNSIGNED_SHORT, new Uint16Array(serializer.buffer, whole_upload, last_row_upload / 2)); |
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} |
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} |
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function draw_html(state) { |
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// HUD-like things. Player cursors, screens |
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for (const player_id in state.players) { |
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if (player_id === state.me) continue; |
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const player = state.players[player_id]; |
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let player_cursor_element = document.querySelector(`.player-cursor[data-player-id="${player_id}"]`); |
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if (player_cursor_element === null && player.online) { |
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player_cursor_element = insert_player_cursor(player_id); |
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} |
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if (!player.online && player_cursor_element !== null) { |
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player_cursor_element.remove(); |
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} |
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if (player_cursor_element && player.online) { |
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const screenp = canvas_to_screen(state, player.cursor); |
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player_cursor_element.style.transform = `translate(${Math.round(screenp.x)}px, ${Math.round(screenp.y)}px)`; |
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} |
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} |
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} |
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function draw(state, context) { |
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const cpu_before = performance.now(); |
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state.timers.raf = false; |
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const gl = context.gl; |
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const width = window.innerWidth; |
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const height = window.innerHeight; |
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let query = null; |
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if (context.gpu_timer_ext !== null) { |
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query = gl.createQuery(); |
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gl.beginQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT, query); |
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} |
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gl.viewport(0, 0, context.canvas.width, context.canvas.height); |
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gl.clearColor(context.bgcolor.r, context.bgcolor.g, context.bgcolor.b, 1); |
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gl.clearDepth(0.0); |
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); |
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locations = context.locations['sdf'].main; |
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buffers = context.buffers['sdf']; |
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gl.useProgram(context.programs['sdf'].main); |
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bvh_clip(state, context); |
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const segment_count = geometry_write_instances(state, context); |
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const dynamic_segment_count = context.dynamic_segment_count; |
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const dynamic_stroke_count = context.dynamic_stroke_count; |
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// "Static" data upload |
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if (segment_count > 0) { |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); |
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gl.bufferData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4, gl.STREAM_DRAW); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.instance_data_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4, tv_data(context.instance_data_ids)); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); |
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gl.uniform2f(locations['u_res'], context.canvas.width, context.canvas.height); |
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gl.uniform2f(locations['u_scale'], state.canvas.zoom, state.canvas.zoom); |
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gl.uniform2f(locations['u_translation'], state.canvas.offset.x, state.canvas.offset.y); |
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gl.uniform1i(locations['u_stroke_count'], state.events.length); |
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gl.uniform1i(locations['u_debug_mode'], state.debug.red); |
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gl.uniform1i(locations['u_stroke_data'], 0); |
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gl.uniform1i(locations['u_stroke_texture_size'], config.stroke_texture_size); |
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gl.enableVertexAttribArray(locations['a_a']); |
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gl.enableVertexAttribArray(locations['a_b']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values) |
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gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.instance_data_points.size * 4); |
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gl.vertexAttribDivisor(locations['a_a'], 1); |
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gl.vertexAttribDivisor(locations['a_b'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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// Static draw (everything already bound) |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count); |
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} |
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// Dynamic strokes should be drawn above static strokes |
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gl.clear(gl.DEPTH_BUFFER_BIT); |
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// Dynamic draw (strokes currently being drawn) |
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if (dynamic_segment_count > 0) { |
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gl.uniform1i(locations['u_stroke_count'], dynamic_stroke_count); |
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gl.uniform1i(locations['u_stroke_data'], 0); |
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gl.uniform1i(locations['u_stroke_texture_size'], config.dynamic_stroke_texture_size); |
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gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dynamic_instance']); |
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// Dynamic data upload |
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gl.bufferData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4, gl.STREAM_DRAW); |
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gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.dynamic_instance_points)); |
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gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4, tv_data(context.dynamic_instance_ids)); |
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gl.bindTexture(gl.TEXTURE_2D, context.textures['dynamic_stroke_data']); |
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upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size); |
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gl.enableVertexAttribArray(locations['a_a']); |
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gl.enableVertexAttribArray(locations['a_b']); |
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gl.enableVertexAttribArray(locations['a_stroke_id']); |
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// Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values) |
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gl.vertexAttribPointer(locations['a_a'], 2, gl.FLOAT, false, 2 * 4, 0); |
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gl.vertexAttribPointer(locations['a_b'], 2, gl.FLOAT, false, 2 * 4, 2 * 4); |
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gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT, 4, context.dynamic_instance_points.size * 4); |
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gl.vertexAttribDivisor(locations['a_a'], 1); |
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gl.vertexAttribDivisor(locations['a_b'], 1); |
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gl.vertexAttribDivisor(locations['a_stroke_id'], 1); |
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gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dynamic_segment_count); |
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} |
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document.getElementById('debug-stats').innerHTML = ` |
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<span>Segments onscreen: ${segment_count}</span> |
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<span>Canvas offset: (${state.canvas.offset.x}, ${state.canvas.offset.y})</span> |
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<span>Canvas zoom: ${Math.round(state.canvas.zoom * 100000) / 100000}</span>`; |
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if (context.gpu_timer_ext) { |
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gl.endQuery(context.gpu_timer_ext.TIME_ELAPSED_EXT); |
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const next_tick = () => { |
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if (query) { |
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// At some point in the future, after returning control to the browser |
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const available = gl.getQueryParameter(query, gl.QUERY_RESULT_AVAILABLE); |
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const disjoint = gl.getParameter(context.gpu_timer_ext.GPU_DISJOINT_EXT); |
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if (available && !disjoint) { |
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// See how much time the rendering of the object took in nanoseconds. |
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const timeElapsed = gl.getQueryParameter(query, gl.QUERY_RESULT); |
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//console.debug(timeElapsed / 1000000); |
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document.querySelector('.debug-timings .gpu').innerHTML = 'Last GPU Frametime: ' + Math.round(timeElapsed / 10000) / 100 + 'ms'; |
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} |
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if (available || disjoint) { |
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// Clean up the query object. |
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gl.deleteQuery(query); |
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// Don't re-enter this polling loop. |
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query = null; |
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} else if (!available) { |
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setTimeout(next_tick, 0); |
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} |
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} |
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} |
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setTimeout(next_tick, 0); |
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} |
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const cpu_after = performance.now(); |
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document.querySelector('.debug-timings .cpu').innerHTML = 'Last CPU Frametime: ' + Math.round((cpu_after - cpu_before) * 100) / 100 + 'ms'; |
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if (state.debug.benchmark_mode) { |
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const redraw = state.debug.on_benchmark(); |
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if (redraw) { |
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schedule_draw(state, context); |
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} |
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} |
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}
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