From 6a2ad97bed2021cd6fceef8002870edccb91a153 Mon Sep 17 00:00:00 2001 From: Floogle <18466542+skyfloogle@users.noreply.github.com> Date: Fri, 12 Feb 2021 00:06:27 +0100 Subject: [PATCH] Initial commit --- .gitignore | 6 +++ LICENSE | 121 ++++++++++++++++++++++++++++++++++++++++++++++++++++ README.md | 59 +++++++++++++++++++++++++ gmsched.asm | 84 ++++++++++++++++++++++++++++++++++++ gmsched.def | 6 +++ 5 files changed, 276 insertions(+) create mode 100644 .gitignore create mode 100644 LICENSE create mode 100644 README.md create mode 100644 gmsched.asm create mode 100644 gmsched.def diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..5d469b4 --- /dev/null +++ b/.gitignore @@ -0,0 +1,6 @@ +*.obj +*.exp +*.lnk +*.lib +*.dll +*.gmez diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..0e259d4 --- /dev/null +++ b/LICENSE @@ -0,0 +1,121 @@ +Creative Commons Legal Code + +CC0 1.0 Universal + + CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE + LEGAL SERVICES. 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Affirmer understands and acknowledges that Creative Commons is not a + party to this document and has no duty or obligation with respect to + this CC0 or use of the Work. diff --git a/README.md b/README.md new file mode 100644 index 0000000..160860b --- /dev/null +++ b/README.md @@ -0,0 +1,59 @@ +This extension backports GameMaker Studio 2.3.2's handling of the Windows +scheduler to earlier versions of GameMaker, including Studio 1.4. +This allows for games to run at full speed without setting the sleep margin to +high numbers and wasting CPU. + +For optimal performance, import the latest version of this extension from the +[Releases](https://github.com/skyfloogle/gmsched/releases/latest) section +and set the sleep margin to 1ms. + +Note that this extension is for GMS developers. If you have a compiled game you +want to improve the performance of, check out +[gms_scheduler_fix (aka DBGHELP.dll)](https://github.com/omicronrex/gms_scheduler_fix). + +# Functions +- **scheduler_resolution_set(res):** Sets the scheduler resolution to the given +resolution, in milliseconds. Returns 0 on success and 1 if the resolution is +out of range. +- **scheduler_resolution_get():** Returns the current scheduler resolution. +Defaults to 1ms. +- **scheduler_resolution_get_min():** Returns the minimum possible scheduler +resolution on the current machine. +- **scheduler_resolution_get_max():** Returns the maximum possible scheduler +resolution on the current machine. + +# Why is this a problem? +Every 16ms (at 60fps), GameMaker will perform the necessary calculations for +one frame, and wait for the next 16ms interval. The way this waiting happens is +the problem here. You can call a function in Windows to +[*Sleep*](https://docs.microsoft.com/en-us/windows/win32/api/synchapi/nf-synchapi-sleep) +for a certain +amount of time, in a power-efficient manner. However, this *Sleep* function is +not very accurate. For this reason, GameMaker will take the time remaining +until the next 16ms interval, subtract the sleep margin, and *Sleep* for that +amount of time. For the rest of the interval, it continuously checks whether +the time has elapsed, i.e. it busywaits. This uses 100% of one CPU core. + +The inaccuracy of *Sleep* gave many users bad performance issues, especially +after its behaviour changed in certain Windows updates. As the sleep margin was +the only known way to affect this, it became consensus that the sleep margin +should be set to a high enough value that it would busywait for most, if not +all, of the interval. This is a massive waste of CPU resources, and will drain +the batteries and burn the thighs of laptop users. + +Fortunately, there is a better way. It is possible to improve the accuracy of +the *Sleep* function, sometimes known as the "scheduler resolution", using the +[*timeBeginPeriod*](https://docs.microsoft.com/en-us/windows/win32/api/timeapi/nf-timeapi-timebeginperiod) +and +[*timeEndPeriod*](https://docs.microsoft.com/en-us/windows/win32/api/timeapi/nf-timeapi-timeendperiod) +functions. +This allows you to have accurate timers without draining laptop batteries. +Calling these functions has a slight performance cost of its own, especially on +older versions of Windows. It doesn't compare to the cost of busywaiting all +the time, but it is worth giving it a breather when performance isn't a +priority (e.g. if the game is out of focus or paused). + +This functionality was finally added to GameMaker Studio 2 in version 2.3.2. +Now, people no longer have to set their sleep margin to obscene numbers to get +good performance. This extension allows Studio 1 users to take advantage of the +same functionality. diff --git a/gmsched.asm b/gmsched.asm new file mode 100644 index 0000000..d9ce7ad --- /dev/null +++ b/gmsched.asm @@ -0,0 +1,84 @@ +; this code is public domain +; http://creativecommons.org/publicdomain/zero/1.0/ + +; to compile with visual studio x86 build tools in command prompt: +; >ml /coff gmsched.asm /link /dll /nocoffgrpinfo /entry:dllmain /def:gmsched.def /out:gmsched.dll +; this will produce a whole load of files, but you only need gmsched.dll + +.386 +.model flat + +; prototypes +timeBeginPeriod PROTO STDCALL :DWORD +timeEndPeriod PROTO STDCALL :DWORD +timeGetDevCaps PROTO STDCALL :DWORD,:DWORD +includelib winmm.lib + +.data? +currentTimePeriod DWORD ? + +.code +; info +InfoText db 13,10,"=======================================",13,10," https://github.com/skyfloogle/gmsched ",13,10,"=======================================",13,10 + +dllmain proc stdcall instance:dword,reason:dword,unused:dword + mov eax,1 + ret +dllmain endp + +; set period to 1 on init +gmsched_init proc c + mov eax,1 + mov currentTimePeriod,eax + invoke timeBeginPeriod,eax + ret +gmsched_init endp + +; returns 0 on success, 1 on out of range (as a double) +scheduler_resolution_set proc c FPeriod:real8 +LOCAL IPeriod:dword ; integer version of new period + ; convert FPeriod to dword and store in IPeriod + fld FPeriod + fistp IPeriod + ; set new period + invoke timeBeginPeriod,[IPeriod] + ; don't end old period on error + test eax,eax + jnz did_err + ; end old period + invoke timeEndPeriod,[currentTimePeriod] + ; update stored period + mov eax,[IPeriod] + mov [currentTimePeriod],eax + ; return 0 for no error + fldz + jmp exit +did_err: + ; return 1 for error + fld1 +exit: + ret +scheduler_resolution_set endp + +scheduler_resolution_get proc c + fild currentTimePeriod + ret +scheduler_resolution_get endp + +scheduler_resolution_get_min proc c +LOCAL timecaps[2]:dword + lea eax,timecaps + invoke timeGetDevCaps, eax, 8 + fild timecaps[0] + ret +scheduler_resolution_get_min endp + +scheduler_resolution_get_max proc c +LOCAL timecaps[2]:dword + lea eax,timecaps + invoke timeGetDevCaps, eax, 8 + fild timecaps[4] + ret +scheduler_resolution_get_max endp + +end diff --git a/gmsched.def b/gmsched.def new file mode 100644 index 0000000..22e9963 --- /dev/null +++ b/gmsched.def @@ -0,0 +1,6 @@ +EXPORTS +gmsched_init +scheduler_resolution_set +scheduler_resolution_get +scheduler_resolution_get_min +scheduler_resolution_get_max