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