hrydgard_ppsspp/Core/FrameTiming.cpp

139 lines
4.5 KiB
C++

// Frame timing
//
// A frame on the main thread should look a bit like this:
//
// 1. -- Wait for the right time to start the frame (alternatively, see this is step 8).
// 2. Sample inputs (on some platforms, this is done continouously during step 3)
// 3. Run CPU
// 4. Submit GPU commands (there's no reason to ever wait before this).
// 5. -- Wait for the right time to present
// 6. Send Present command
// 7. Do other end-of-frame stuff
//
// To minimize latency, we should *maximize* 1 and *minimize* 5 (while still keeping some margin to soak up hitches).
// Additionally, if too many completed frames have been buffered up, we need a feedback mechanism, so we can temporarily
// artificially increase 1 in order to "catch the CPU up".
//
// There are some other things that can influence the frame timing:
// * Unthrottling. If vsync is off or the backend can change present mode dynamically, we can simply disable all waits during unthrottle.
// * Frame skipping. This gets complicated.
// * The game not actually asking for flips, like in static loading screens
#include "ppsspp_config.h"
#include "Common/Profiler/Profiler.h"
#include "Common/Log.h"
#include "Common/System/Display.h"
#include "Common/TimeUtil.h"
#include "Core/RetroAchievements.h"
#include "Core/CoreParameter.h"
#include "Core/Core.h"
#include "Core/System.h"
#include "Core/Config.h"
#include "Core/HW/Display.h"
#include "Core/HLE/sceNet.h"
#include "Core/FrameTiming.h"
FrameTiming g_frameTiming;
void WaitUntil(double now, double timestamp, const char *reason) {
#if 1
// Use precise timing.
sleep_precise(timestamp - now, reason);
#else
#if PPSSPP_PLATFORM(WINDOWS)
// Old method. TODO: Should we make an option?
while (time_now_d() < timestamp) {
sleep_ms(1, reason); // Sleep for 1ms on this thread
}
#else
const double left = timestamp - now;
if (left > 0.0 && left < 3.0) {
usleep((long)(left * 1000000));
}
#endif
#endif
}
void FrameTiming::DeferWaitUntil(double until, double *curTimePtr) {
_dbg_assert_(until > 0.0);
waitUntil_ = until;
curTimePtr_ = curTimePtr;
}
void FrameTiming::PostSubmit() {
if (waitUntil_ != 0.0) {
WaitUntil(time_now_d(), waitUntil_, "post-submit");
if (curTimePtr_) {
*curTimePtr_ = waitUntil_;
curTimePtr_ = nullptr;
}
waitUntil_ = 0.0;
}
}
void FrameTiming::ComputePresentMode(Draw::DrawContext *draw, bool fastForward) {
if (!draw) {
// This happens in headless mode.
fastForwardSkipFlip_ = true;
presentMode_ = Draw::PresentMode::FIFO;
return;
}
_dbg_assert_(draw->GetDeviceCaps().presentModesSupported != (Draw::PresentMode)0);
if (draw->GetDeviceCaps().presentModesSupported == Draw::PresentMode::FIFO) {
// Only FIFO mode is supported (like on iOS and some GLES backends).
fastForwardSkipFlip_ = true;
presentMode_ = Draw::PresentMode::FIFO;
return;
}
// More than one present mode is supported. Use careful logic.
// The user has requested vsync off.
if (!g_Config.bVSync) {
if (draw->GetDeviceCaps().presentModesSupported & Draw::PresentMode::IMMEDIATE) {
// Use immediate mode, whether fast-forwarding or not.
presentMode_ = Draw::PresentMode::IMMEDIATE;
fastForwardSkipFlip_ = false;
return;
}
// Inconsistent state - vsync is off but immediate mode is not supported.
// We will simply force on VSync.
g_Config.bVSync = true;
}
// At this point, vsync is always on. What decides now is whether MAILBOX or IMMEDIATE is available,
// and also if we need an unsynced mode.
// OK, vsync is requested (or immediate is not available). If mailbox is supported, it works the same as IMMEDIATE above.
if (g_Config.bLowLatencyPresent) {
// Use mailbox if available. It works fine for both fast-forward and normal.
if (draw->GetDeviceCaps().presentModesSupported & Draw::PresentMode::MAILBOX) {
presentMode_ = Draw::PresentMode::MAILBOX;
fastForwardSkipFlip_ = false;
return;
}
// We could force off lowLatencyPresent here, but it's no good when changing between backends.
// So let's leave it on in the background, maybe the user just went from Vulkan to OpenGL.
}
// At this point, low-latency mode is not available, and vsync is on. We see if we can use INSTANT
// mode for fast-forwarding, or if we need to resort to frameskipping.
if (draw->GetDeviceCaps().presentInstantModeChange) {
if (fastForward) {
presentMode_ = Draw::PresentMode::IMMEDIATE;
fastForwardSkipFlip_ = false;
return;
}
}
// Finally, fallback to FIFO mode, with skip-flip in fast-forward.
presentMode_ = Draw::PresentMode::FIFO;
fastForwardSkipFlip_ = true;
}