Tweak frame time display in the editor

- Pad decimal values to avoid layout shifts when the frame time
  changes.
- Cap values to 0.01 milliseconds to avoid division by zero
  in the FPS counter.
This commit is contained in:
Hugo Locurcio 2021-04-08 22:27:08 +02:00
parent cba3b024b5
commit 88518d28ba
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@ -2535,6 +2535,8 @@ void Node3DEditorViewport::_notification(int p_what) {
cpu_time += cpu_time_history[i];
}
cpu_time /= FRAME_TIME_HISTORY;
// Prevent unrealistically low values.
cpu_time = MAX(0.01, cpu_time);
gpu_time_history[gpu_time_history_index] = RS::get_singleton()->viewport_get_measured_render_time_gpu(viewport->get_viewport_rid());
gpu_time_history_index = (gpu_time_history_index + 1) % FRAME_TIME_HISTORY;
@ -2543,16 +2545,19 @@ void Node3DEditorViewport::_notification(int p_what) {
gpu_time += gpu_time_history[i];
}
gpu_time /= FRAME_TIME_HISTORY;
// Prevent division by zero for the FPS counter (and unrealistically low values).
// This limits the reported FPS to 100000.
gpu_time = MAX(0.01, gpu_time);
// Color labels depending on performance level ("good" = green, "OK" = yellow, "bad" = red).
// Middle point is at 15 ms.
cpu_time_label->set_text(vformat(TTR("CPU Time: %s ms"), String::num(cpu_time, 1)));
cpu_time_label->set_text(vformat(TTR("CPU Time: %s ms"), rtos(cpu_time).pad_decimals(1)));
cpu_time_label->add_theme_color_override(
"font_color",
frame_time_gradient->get_color_at_offset(
Math::range_lerp(cpu_time, 0, 30, 0, 1)));
gpu_time_label->set_text(vformat(TTR("GPU Time: %s ms"), String::num(gpu_time, 1)));
gpu_time_label->set_text(vformat(TTR("GPU Time: %s ms"), rtos(gpu_time).pad_decimals(1)));
// Middle point is at 15 ms.
gpu_time_label->add_theme_color_override(
"font_color",