Fix framerate accuracy in low-framerate or lazy-update scenarios by discarding outdated data.

This commit is contained in:
Wen-Chao Huang 2025-03-26 03:15:17 +08:00
parent 7674cbc9b2
commit 8e603dc982

View file

@ -5198,6 +5198,15 @@ void ImGui::NewFrame()
g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
// While the accumulated frame time exceeds 1 second and there is more than one frame in the buffer, remove the oldest frame to keep the window within approximately 1 second.
while ((g.FramerateSecPerFrameAccum > 1.0f) && (g.FramerateSecPerFrameCount > 1))
{
int pop_index = (g.FramerateSecPerFrameIdx + IM_ARRAYSIZE(g.FramerateSecPerFrame) - g.FramerateSecPerFrameCount) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
g.FramerateSecPerFrameAccum -= g.FramerateSecPerFrame[pop_index];
g.FramerateSecPerFrame[pop_index] = 0.0f;
g.FramerateSecPerFrameCount--;
}
// Process input queue (trickle as many events as possible), turn events into writes to IO structure
g.InputEventsTrail.resize(0);
UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);