Core: Re-write frame limiter
Now based on std::chrono, and also works in terms of emulated time instead of frames, so we can in the future frame-limit even when the display is disabled, etc. The frame limiter can also be enabled along with v-sync now, which should be useful for those with displays running at more than 60 Hz.
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@ -94,6 +94,7 @@ public:
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}
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PerfStats perf_stats;
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FrameLimiter frame_limiter;
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private:
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/**
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@ -8,17 +8,13 @@
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#include "common/color.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/microprofile.h"
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#include "common/thread.h"
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#include "common/timer.h"
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#include "common/vector_math.h"
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#include "core/core_timing.h"
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#include "core/hle/service/gsp_gpu.h"
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#include "core/hw/gpu.h"
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#include "core/hw/hw.h"
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#include "core/memory.h"
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#include "core/settings.h"
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#include "core/tracer/recorder.h"
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#include "video_core/command_processor.h"
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#include "video_core/debug_utils/debug_utils.h"
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@ -35,16 +31,6 @@ Regs g_regs;
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const u64 frame_ticks = BASE_CLOCK_RATE_ARM11 / SCREEN_REFRESH_RATE;
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/// Event id for CoreTiming
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static int vblank_event;
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/// Total number of frames drawn
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static u64 frame_count;
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/// Start clock for frame limiter
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static u32 time_point;
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/// Total delay caused by slow frames
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static float time_delay;
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constexpr float FIXED_FRAME_TIME = 1000.0f / SCREEN_REFRESH_RATE;
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// Max lag caused by slow frames. Can be adjusted to compensate for too many slow frames. Higher
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// values increases time needed to limit frame rate after spikes
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constexpr float MAX_LAG_TIME = 18;
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template <typename T>
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inline void Read(T& var, const u32 raw_addr) {
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@ -522,24 +508,8 @@ template void Write<u32>(u32 addr, const u32 data);
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template void Write<u16>(u32 addr, const u16 data);
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template void Write<u8>(u32 addr, const u8 data);
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static void FrameLimiter() {
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time_delay += FIXED_FRAME_TIME;
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time_delay = MathUtil::Clamp(time_delay, -MAX_LAG_TIME, MAX_LAG_TIME);
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s32 desired_time = static_cast<s32>(time_delay);
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s32 elapsed_time = static_cast<s32>(Common::Timer::GetTimeMs() - time_point);
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if (elapsed_time < desired_time) {
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Common::SleepCurrentThread(desired_time - elapsed_time);
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}
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u32 frame_time = Common::Timer::GetTimeMs() - time_point;
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time_delay -= frame_time;
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}
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/// Update hardware
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static void VBlankCallback(u64 userdata, int cycles_late) {
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frame_count++;
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VideoCore::g_renderer->SwapBuffers();
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// Signal to GSP that GPU interrupt has occurred
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@ -550,12 +520,6 @@ static void VBlankCallback(u64 userdata, int cycles_late) {
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Service::GSP::SignalInterrupt(Service::GSP::InterruptId::PDC0);
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Service::GSP::SignalInterrupt(Service::GSP::InterruptId::PDC1);
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if (!Settings::values.use_vsync && Settings::values.toggle_framelimit) {
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FrameLimiter();
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}
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time_point = Common::Timer::GetTimeMs();
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// Reschedule recurrent event
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CoreTiming::ScheduleEvent(frame_ticks - cycles_late, vblank_event);
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}
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@ -590,9 +554,6 @@ void Init() {
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framebuffer_sub.color_format.Assign(Regs::PixelFormat::RGB8);
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framebuffer_sub.active_fb = 0;
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frame_count = 0;
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time_point = Common::Timer::GetTimeMs();
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vblank_event = CoreTiming::RegisterEvent("GPU::VBlankCallback", VBlankCallback);
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CoreTiming::ScheduleEvent(frame_ticks, vblank_event);
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@ -4,11 +4,16 @@
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#include <chrono>
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#include <mutex>
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#include <thread>
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#include "common/math_util.h"
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#include "core/hw/gpu.h"
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#include "core/perf_stats.h"
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#include "core/settings.h"
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using namespace std::chrono_literals;
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using DoubleSecs = std::chrono::duration<double, std::chrono::seconds::period>;
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using std::chrono::duration_cast;
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using std::chrono::microseconds;
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namespace Core {
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@ -69,4 +74,32 @@ double PerfStats::GetLastFrameTimeScale() {
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return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
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}
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void FrameLimiter::DoFrameLimiting(u64 current_system_time_us) {
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// Max lag caused by slow frames. Can be adjusted to compensate for too many slow frames. Higher
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// values increases time needed to limit frame rate after spikes.
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constexpr microseconds MAX_LAG_TIME_US = 25ms;
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if (!Settings::values.toggle_framelimit) {
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return;
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}
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auto now = Clock::now();
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frame_limiting_delta_err += microseconds(current_system_time_us - previous_system_time_us);
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frame_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime);
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frame_limiting_delta_err =
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MathUtil::Clamp(frame_limiting_delta_err, -MAX_LAG_TIME_US, MAX_LAG_TIME_US);
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if (frame_limiting_delta_err > microseconds::zero()) {
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std::this_thread::sleep_for(frame_limiting_delta_err);
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auto now_after_sleep = Clock::now();
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frame_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now);
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now = now_after_sleep;
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}
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previous_system_time_us = current_system_time_us;
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previous_walltime = now;
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}
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} // namespace Core
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@ -55,4 +55,20 @@ private:
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u32 game_frames = 0;
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};
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class FrameLimiter {
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public:
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using Clock = std::chrono::high_resolution_clock;
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void DoFrameLimiting(u64 current_system_time_us);
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private:
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/// Emulated system time (in microseconds) at the last limiter invocation
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u64 previous_system_time_us = 0;
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/// Walltime at the last limiter invocation
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Clock::time_point previous_walltime = Clock::now();
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/// Accumulated difference between walltime and emulated time
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std::chrono::microseconds frame_limiting_delta_err{0};
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};
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} // namespace Core
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@ -10,8 +10,8 @@
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#include "common/assert.h"
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#include "common/bit_field.h"
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#include "common/logging/log.h"
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#include "common/synchronized_wrapper.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/frontend/emu_window.h"
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#include "core/hw/gpu.h"
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#include "core/hw/hw.h"
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@ -151,10 +151,10 @@ void RendererOpenGL::SwapBuffers() {
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render_window->PollEvents();
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render_window->SwapBuffers();
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prev_state.Apply();
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Core::System::GetInstance().frame_limiter.DoFrameLimiting(CoreTiming::GetGlobalTimeUs());
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Core::System::GetInstance().perf_stats.BeginSystemFrame();
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prev_state.Apply();
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RefreshRasterizerSetting();
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if (Pica::g_debug_context && Pica::g_debug_context->recorder) {
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