apm: Add Controller class to manage speed data and application
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@ -207,6 +207,8 @@ add_library(core STATIC
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hle/service/aoc/aoc_u.h
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hle/service/apm/apm.cpp
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hle/service/apm/apm.h
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hle/service/apm/controller.cpp
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hle/service/apm/controller.h
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hle/service/apm/interface.cpp
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hle/service/apm/interface.h
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hle/service/audio/audctl.cpp
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@ -0,0 +1,68 @@
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// Copyright 2019 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "common/logging/log.h"
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#include "core/core_timing.h"
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#include "core/hle/service/apm/controller.h"
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#include "core/settings.h"
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namespace Service::APM {
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constexpr PerformanceConfiguration DEFAULT_PERFORMANCE_CONFIGURATION =
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PerformanceConfiguration::Config7;
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Controller::Controller(Core::Timing::CoreTiming& core_timing)
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: core_timing(core_timing), configs{
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{PerformanceMode::Handheld, DEFAULT_PERFORMANCE_CONFIGURATION},
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{PerformanceMode::Docked, DEFAULT_PERFORMANCE_CONFIGURATION},
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} {}
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Controller::~Controller() = default;
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void Controller::SetPerformanceConfiguration(PerformanceMode mode,
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PerformanceConfiguration config) {
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static const std::map<PerformanceConfiguration, u32> PCONFIG_TO_SPEED_MAP{
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{PerformanceConfiguration::Config1, 1020}, {PerformanceConfiguration::Config2, 1020},
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{PerformanceConfiguration::Config3, 1224}, {PerformanceConfiguration::Config4, 1020},
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{PerformanceConfiguration::Config5, 1020}, {PerformanceConfiguration::Config6, 1224},
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{PerformanceConfiguration::Config7, 1020}, {PerformanceConfiguration::Config8, 1020},
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{PerformanceConfiguration::Config9, 1020}, {PerformanceConfiguration::Config10, 1020},
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{PerformanceConfiguration::Config11, 1020}, {PerformanceConfiguration::Config12, 1020},
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{PerformanceConfiguration::Config13, 1785}, {PerformanceConfiguration::Config14, 1785},
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{PerformanceConfiguration::Config15, 1020}, {PerformanceConfiguration::Config16, 1020},
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};
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SetClockSpeed(PCONFIG_TO_SPEED_MAP.find(config)->second);
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configs.insert_or_assign(mode, config);
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}
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void Controller::SetFromCpuBoostMode(CpuBoostMode mode) {
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constexpr std::array<PerformanceConfiguration, 3> BOOST_MODE_TO_CONFIG_MAP{{
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PerformanceConfiguration::Config7,
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PerformanceConfiguration::Config13,
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PerformanceConfiguration::Config15,
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}};
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SetPerformanceConfiguration(PerformanceMode::Docked,
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BOOST_MODE_TO_CONFIG_MAP.at(static_cast<u32>(mode)));
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}
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PerformanceMode Controller::GetCurrentPerformanceMode() {
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return Settings::values.use_docked_mode ? PerformanceMode::Docked : PerformanceMode::Handheld;
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}
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PerformanceConfiguration Controller::GetCurrentPerformanceConfiguration(PerformanceMode mode) {
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if (configs.find(mode) == configs.end()) {
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configs.insert_or_assign(mode, DEFAULT_PERFORMANCE_CONFIGURATION);
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}
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return configs[mode];
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}
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void Controller::SetClockSpeed(u32 mhz) {
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LOG_INFO(Service_APM, "called, mhz={:08X}", mhz);
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// TODO(DarkLordZach): Actually signal core_timing to change clock speed.
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}
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} // namespace Service::APM
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@ -0,0 +1,70 @@
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// Copyright 2019 yuzu emulator team
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <map>
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#include "common/common_types.h"
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namespace Core::Timing {
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class CoreTiming;
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}
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namespace Service::APM {
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enum class PerformanceConfiguration : u32 {
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Config1 = 0x00010000,
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Config2 = 0x00010001,
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Config3 = 0x00010002,
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Config4 = 0x00020000,
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Config5 = 0x00020001,
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Config6 = 0x00020002,
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Config7 = 0x00020003,
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Config8 = 0x00020004,
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Config9 = 0x00020005,
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Config10 = 0x00020006,
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Config11 = 0x92220007,
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Config12 = 0x92220008,
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Config13 = 0x92220009,
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Config14 = 0x9222000A,
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Config15 = 0x9222000B,
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Config16 = 0x9222000C,
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};
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enum class CpuBoostMode : u32 {
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Disabled = 0,
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Full = 1, // CPU + GPU -> Config 13, 14, 15, or 16
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Partial = 2, // GPU Only -> Config 15 or 16
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};
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enum class PerformanceMode : u8 {
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Handheld = 0,
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Docked = 1,
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};
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// Class to manage the state and change of the emulated system performance.
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// Specifically, this deals with PerformanceMode, which corresponds to the system being docked or
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// undocked, and PerformanceConfig which specifies the exact CPU, GPU, and Memory clocks to operate
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// at. Additionally, this manages 'Boost Mode', which allows games to temporarily overclock the
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// system during times of high load -- this simply maps to different PerformanceConfigs to use.
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class Controller {
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public:
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Controller(Core::Timing::CoreTiming& core_timing);
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~Controller();
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void SetPerformanceConfiguration(PerformanceMode mode, PerformanceConfiguration config);
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void SetFromCpuBoostMode(CpuBoostMode mode);
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PerformanceMode GetCurrentPerformanceMode();
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PerformanceConfiguration GetCurrentPerformanceConfiguration(PerformanceMode mode);
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private:
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void SetClockSpeed(u32 mhz);
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std::map<PerformanceMode, PerformanceConfiguration> configs;
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Core::Timing::CoreTiming& core_timing;
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};
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} // namespace Service::APM
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