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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.
This commit is contained in:
Yuri Kunde Schlesner 2017-02-20 16:31:59 -08:00
parent b285c2a4ed
commit fb1979d7e2
5 changed files with 53 additions and 42 deletions

View file

@ -94,6 +94,7 @@ public:
}
PerfStats perf_stats;
FrameLimiter frame_limiter;
private:
/**

View file

@ -8,17 +8,13 @@
#include "common/color.h"
#include "common/common_types.h"
#include "common/logging/log.h"
#include "common/math_util.h"
#include "common/microprofile.h"
#include "common/thread.h"
#include "common/timer.h"
#include "common/vector_math.h"
#include "core/core_timing.h"
#include "core/hle/service/gsp_gpu.h"
#include "core/hw/gpu.h"
#include "core/hw/hw.h"
#include "core/memory.h"
#include "core/settings.h"
#include "core/tracer/recorder.h"
#include "video_core/command_processor.h"
#include "video_core/debug_utils/debug_utils.h"
@ -35,16 +31,6 @@ Regs g_regs;
const u64 frame_ticks = BASE_CLOCK_RATE_ARM11 / SCREEN_REFRESH_RATE;
/// Event id for CoreTiming
static int vblank_event;
/// Total number of frames drawn
static u64 frame_count;
/// Start clock for frame limiter
static u32 time_point;
/// Total delay caused by slow frames
static float time_delay;
constexpr float FIXED_FRAME_TIME = 1000.0f / SCREEN_REFRESH_RATE;
// Max lag caused by slow frames. Can be adjusted to compensate for too many slow frames. Higher
// values increases time needed to limit frame rate after spikes
constexpr float MAX_LAG_TIME = 18;
template <typename T>
inline void Read(T& var, const u32 raw_addr) {
@ -522,24 +508,8 @@ template void Write<u32>(u32 addr, const u32 data);
template void Write<u16>(u32 addr, const u16 data);
template void Write<u8>(u32 addr, const u8 data);
static void FrameLimiter() {
time_delay += FIXED_FRAME_TIME;
time_delay = MathUtil::Clamp(time_delay, -MAX_LAG_TIME, MAX_LAG_TIME);
s32 desired_time = static_cast<s32>(time_delay);
s32 elapsed_time = static_cast<s32>(Common::Timer::GetTimeMs() - time_point);
if (elapsed_time < desired_time) {
Common::SleepCurrentThread(desired_time - elapsed_time);
}
u32 frame_time = Common::Timer::GetTimeMs() - time_point;
time_delay -= frame_time;
}
/// Update hardware
static void VBlankCallback(u64 userdata, int cycles_late) {
frame_count++;
VideoCore::g_renderer->SwapBuffers();
// Signal to GSP that GPU interrupt has occurred
@ -550,12 +520,6 @@ static void VBlankCallback(u64 userdata, int cycles_late) {
Service::GSP::SignalInterrupt(Service::GSP::InterruptId::PDC0);
Service::GSP::SignalInterrupt(Service::GSP::InterruptId::PDC1);
if (!Settings::values.use_vsync && Settings::values.toggle_framelimit) {
FrameLimiter();
}
time_point = Common::Timer::GetTimeMs();
// Reschedule recurrent event
CoreTiming::ScheduleEvent(frame_ticks - cycles_late, vblank_event);
}
@ -590,9 +554,6 @@ void Init() {
framebuffer_sub.color_format.Assign(Regs::PixelFormat::RGB8);
framebuffer_sub.active_fb = 0;
frame_count = 0;
time_point = Common::Timer::GetTimeMs();
vblank_event = CoreTiming::RegisterEvent("GPU::VBlankCallback", VBlankCallback);
CoreTiming::ScheduleEvent(frame_ticks, vblank_event);

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@ -4,11 +4,16 @@
#include <chrono>
#include <mutex>
#include <thread>
#include "common/math_util.h"
#include "core/hw/gpu.h"
#include "core/perf_stats.h"
#include "core/settings.h"
using namespace std::chrono_literals;
using DoubleSecs = std::chrono::duration<double, std::chrono::seconds::period>;
using std::chrono::duration_cast;
using std::chrono::microseconds;
namespace Core {
@ -69,4 +74,32 @@ double PerfStats::GetLastFrameTimeScale() {
return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
}
void FrameLimiter::DoFrameLimiting(u64 current_system_time_us) {
// Max lag caused by slow frames. Can be adjusted to compensate for too many slow frames. Higher
// values increases time needed to limit frame rate after spikes.
constexpr microseconds MAX_LAG_TIME_US = 25ms;
if (!Settings::values.toggle_framelimit) {
return;
}
auto now = Clock::now();
frame_limiting_delta_err += microseconds(current_system_time_us - previous_system_time_us);
frame_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime);
frame_limiting_delta_err =
MathUtil::Clamp(frame_limiting_delta_err, -MAX_LAG_TIME_US, MAX_LAG_TIME_US);
if (frame_limiting_delta_err > microseconds::zero()) {
std::this_thread::sleep_for(frame_limiting_delta_err);
auto now_after_sleep = Clock::now();
frame_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now);
now = now_after_sleep;
}
previous_system_time_us = current_system_time_us;
previous_walltime = now;
}
} // namespace Core

View file

@ -55,4 +55,20 @@ private:
u32 game_frames = 0;
};
class FrameLimiter {
public:
using Clock = std::chrono::high_resolution_clock;
void DoFrameLimiting(u64 current_system_time_us);
private:
/// Emulated system time (in microseconds) at the last limiter invocation
u64 previous_system_time_us = 0;
/// Walltime at the last limiter invocation
Clock::time_point previous_walltime = Clock::now();
/// Accumulated difference between walltime and emulated time
std::chrono::microseconds frame_limiting_delta_err{0};
};
} // namespace Core

View file

@ -10,8 +10,8 @@
#include "common/assert.h"
#include "common/bit_field.h"
#include "common/logging/log.h"
#include "common/synchronized_wrapper.h"
#include "core/core.h"
#include "core/core_timing.h"
#include "core/frontend/emu_window.h"
#include "core/hw/gpu.h"
#include "core/hw/hw.h"
@ -151,10 +151,10 @@ void RendererOpenGL::SwapBuffers() {
render_window->PollEvents();
render_window->SwapBuffers();
prev_state.Apply();
Core::System::GetInstance().frame_limiter.DoFrameLimiting(CoreTiming::GetGlobalTimeUs());
Core::System::GetInstance().perf_stats.BeginSystemFrame();
prev_state.Apply();
RefreshRasterizerSetting();
if (Pica::g_debug_context && Pica::g_debug_context->recorder) {