controllers/npad: Add heuristics to reduce rumble state changes
Sending too many state changes in a short period of time can cause massive performance issues. As a result, we have to use several heuristics to reduce the number of state changes to minimize/eliminate this performance impact while maintaining the quality of these vibrations as much as possible.
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@ -33,7 +33,7 @@ public:
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virtual bool GetAnalogDirectionStatus(AnalogDirection direction) const {
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return {};
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}
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virtual bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const {
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virtual bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const {
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return {};
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}
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};
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@ -698,16 +698,57 @@ void Controller_NPad::VibrateController(const std::vector<DeviceHandle>& vibrati
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continue;
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}
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// Filter out vibrations with equivalent values to reduce unnecessary state changes.
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if (vibration_values[i].amp_low ==
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latest_vibration_values[npad_index][device_index].amp_low &&
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vibration_values[i].amp_high ==
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latest_vibration_values[npad_index][device_index].amp_high) {
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continue;
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}
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// Filter out non-zero vibrations that are within 0.015625 absolute amplitude of each other.
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if ((vibration_values[i].amp_low != 0.0f || vibration_values[i].amp_high != 0.0f) &&
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(latest_vibration_values[npad_index][device_index].amp_low != 0.0f ||
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latest_vibration_values[npad_index][device_index].amp_high != 0.0f) &&
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(abs(vibration_values[i].amp_low -
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latest_vibration_values[npad_index][device_index].amp_low) < 0.015625f &&
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abs(vibration_values[i].amp_high -
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latest_vibration_values[npad_index][device_index].amp_high) < 0.015625f)) {
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continue;
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}
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using namespace Settings::NativeButton;
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const auto& button_state = buttons[npad_index];
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// TODO: Vibrate left/right vibration motors independently if possible.
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button_state[A - BUTTON_HID_BEGIN]->SetRumblePlay(
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vibration_values[i].amp_high * Settings::values.vibration_strength.GetValue() / 100,
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const bool success = button_state[A - BUTTON_HID_BEGIN]->SetRumblePlay(
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vibration_values[i].amp_low * Settings::values.vibration_strength.GetValue() / 100,
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vibration_values[i].freq_high, vibration_values[i].freq_low);
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vibration_values[i].freq_low,
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vibration_values[i].amp_high * Settings::values.vibration_strength.GetValue() / 100,
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vibration_values[i].freq_high);
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if (success) {
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switch (connected_controllers[npad_index].type) {
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case NPadControllerType::None:
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UNREACHABLE();
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break;
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case NPadControllerType::ProController:
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case NPadControllerType::Handheld:
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case NPadControllerType::JoyDual:
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// Since we can't vibrate motors independently yet, we can reduce state changes by
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// assigning all 3 device indices the current vibration value.
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latest_vibration_values[npad_index][0] = vibration_values[i];
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latest_vibration_values[npad_index][1] = vibration_values[i];
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latest_vibration_values[npad_index][2] = vibration_values[i];
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break;
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case NPadControllerType::JoyLeft:
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case NPadControllerType::JoyRight:
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case NPadControllerType::Pokeball:
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default:
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latest_vibration_values[npad_index][device_index] = vibration_values[i];
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break;
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}
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}
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}
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}
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@ -80,30 +80,24 @@ public:
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return static_cast<float>(state.axes.at(axis)) / (32767.0f * range);
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}
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bool RumblePlay(f32 amp_low, f32 amp_high, u32 time) {
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const u16 raw_amp_low = static_cast<u16>(amp_low * 0xFFFF);
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const u16 raw_amp_high = static_cast<u16>(amp_high * 0xFFFF);
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// Lower drastically the number of state changes
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if (raw_amp_low >> 11 == last_state_rumble_low >> 11 &&
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raw_amp_high >> 11 == last_state_rumble_high >> 11) {
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if (raw_amp_low + raw_amp_high != 0 ||
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last_state_rumble_low + last_state_rumble_high == 0) {
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bool RumblePlay(u16 amp_low, u16 amp_high) {
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using std::chrono::duration_cast;
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using std::chrono::milliseconds;
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using std::chrono::steady_clock;
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// Prevent vibrations less than 10ms apart from each other.
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if (duration_cast<milliseconds>(steady_clock::now() - last_vibration) < milliseconds(10)) {
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return false;
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}
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}
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// Don't change state if last vibration was < 20ms
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const auto now = std::chrono::system_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - last_vibration) <
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std::chrono::milliseconds(20)) {
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return raw_amp_low + raw_amp_high == 0;
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};
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last_vibration = steady_clock::now();
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if (sdl_controller != nullptr) {
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return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0;
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} else if (sdl_joystick != nullptr) {
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return SDL_JoystickRumble(sdl_joystick.get(), amp_low, amp_high, 0) == 0;
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}
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last_vibration = now;
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last_state_rumble_low = raw_amp_low;
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last_state_rumble_high = raw_amp_high;
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if (sdl_joystick) {
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SDL_JoystickRumble(sdl_joystick.get(), raw_amp_low, raw_amp_high, time);
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}
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return false;
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}
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@ -172,13 +166,13 @@ private:
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} state;
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std::string guid;
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int port;
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u16 last_state_rumble_high = 0;
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u16 last_state_rumble_low = 0;
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std::chrono::time_point<std::chrono::system_clock> last_vibration;
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std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
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std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
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mutable std::mutex mutex;
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// This is the timepoint of the last vibration and is used to ensure vibrations are 10ms apart.
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std::chrono::steady_clock::time_point last_vibration;
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// Motion is initialized without PID values as motion input is not aviable for SDL2
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MotionInput motion{0.0f, 0.0f, 0.0f};
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};
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@ -327,10 +321,12 @@ public:
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return joystick->GetButton(button);
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}
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bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const override {
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const f32 new_amp_low = pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f));
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const f32 new_amp_high = pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f));
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return joystick->RumblePlay(new_amp_low, new_amp_high, 250);
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bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const override {
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const u16 processed_amp_low =
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static_cast<u16>(pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f)) * 0xFFFF);
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const u16 processed_amp_high =
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static_cast<u16>(pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f)) * 0xFFFF);
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return joystick->RumblePlay(processed_amp_low, processed_amp_high);
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}
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private:
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