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1 | /***************************************************************************\r |
2 | fps.c - description\r | |
3 | -------------------\r | |
4 | begin : Sun Mar 08 2009\r | |
5 | copyright : (C) 1999-2009 by Pete Bernert\r | |
6 | web : www.pbernert.com \r | |
7 | ***************************************************************************/\r | |
8 | \r | |
9 | /***************************************************************************\r | |
10 | * *\r | |
11 | * This program is free software; you can redistribute it and/or modify *\r | |
12 | * it under the terms of the GNU General Public License as published by *\r | |
13 | * the Free Software Foundation; either version 2 of the License, or *\r | |
14 | * (at your option) any later version. See also the license.txt file for *\r | |
15 | * additional informations. *\r | |
16 | * *\r | |
17 | ***************************************************************************/\r | |
18 | \r | |
19 | //*************************************************************************// \r | |
20 | // History of changes:\r | |
21 | //\r | |
22 | // 2009/03/08 - Pete \r | |
23 | // - generic cleanup for the Peops release\r | |
24 | //\r | |
25 | //*************************************************************************// \r | |
26 | \r | |
27 | #include "stdafx.h"\r | |
28 | \r | |
29 | #define _IN_FPS\r | |
30 | \r | |
31 | #include "externals.h"\r | |
32 | \r | |
33 | ////////////////////////////////////////////////////////////////////////\r | |
34 | // FPS stuff\r | |
35 | ////////////////////////////////////////////////////////////////////////\r | |
36 | \r | |
37 | BOOL bIsPerformanceCounter=FALSE;\r | |
38 | float fFrameRateHz=0;\r | |
39 | DWORD dwFrameRateTicks=16;\r | |
40 | float fFrameRate;\r | |
41 | int iFrameLimit;\r | |
42 | BOOL bUseFrameLimit=FALSE;\r | |
43 | BOOL bUseFrameSkip=0;\r | |
44 | DWORD dwLaceCnt=0;\r | |
45 | \r | |
46 | ////////////////////////////////////////////////////////////////////////\r | |
47 | // FPS skipping / limit\r | |
48 | ////////////////////////////////////////////////////////////////////////\r | |
49 | \r | |
50 | BOOL bInitCap = TRUE; \r | |
51 | float fps_skip = 0;\r | |
52 | float fps_cur = 0;\r | |
53 | \r | |
54 | #define TIMEBASE 100000\r | |
55 | \r | |
56 | unsigned long timeGetTime()\r | |
57 | {\r | |
58 | struct timeval tv;\r | |
59 | gettimeofday(&tv, 0); // well, maybe there are better ways\r | |
60 | return tv.tv_sec * 100000 + tv.tv_usec/10; // to do that in linux, but at least it works\r | |
61 | }\r | |
62 | \r | |
63 | void FrameCap(void)\r | |
64 | {\r | |
65 | static unsigned long curticks, lastticks, _ticks_since_last_update;\r | |
66 | static unsigned long TicksToWait = 0;\r | |
67 | bool Waiting = TRUE;\r | |
68 | \r | |
69 | {\r | |
70 | curticks = timeGetTime();\r | |
71 | _ticks_since_last_update = curticks - lastticks;\r | |
72 | \r | |
73 | if((_ticks_since_last_update > TicksToWait) ||\r | |
74 | (curticks <lastticks))\r | |
75 | {\r | |
76 | lastticks = curticks;\r | |
77 | \r | |
78 | if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)\r | |
79 | TicksToWait=0;\r | |
80 | else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);\r | |
81 | }\r | |
82 | else\r | |
83 | {\r | |
84 | while (Waiting) \r | |
85 | {\r | |
86 | curticks = timeGetTime(); \r | |
87 | _ticks_since_last_update = curticks - lastticks; \r | |
88 | if ((_ticks_since_last_update > TicksToWait) ||\r | |
89 | (curticks < lastticks)) \r | |
90 | { \r | |
91 | Waiting = FALSE;\r | |
92 | lastticks = curticks;\r | |
93 | TicksToWait = dwFrameRateTicks; \r | |
94 | } \r | |
95 | } \r | |
96 | } \r | |
97 | } \r | |
98 | } \r | |
99 | \r | |
100 | #define MAXSKIP 120\r | |
101 | #define MAXLACE 16\r | |
102 | \r | |
103 | void FrameSkip(void)\r | |
104 | {\r | |
105 | static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip\r | |
106 | static DWORD dwLastLace=0; // helper var for frame limitation\r | |
107 | static DWORD curticks, lastticks, _ticks_since_last_update;\r | |
108 | \r | |
109 | if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely\r | |
110 | \r | |
111 | if(iNumSkips) // we are in skipping mode?\r | |
112 | {\r | |
113 | dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)\r | |
114 | bSkipNextFrame = TRUE; // -> we skip next frame\r | |
115 | iNumSkips--; // -> ok, one done\r | |
116 | }\r | |
117 | else // ok, no additional skipping has to be done... \r | |
118 | { // we check now, if some limitation is needed, or a new skipping has to get started\r | |
119 | DWORD dwWaitTime;\r | |
120 | \r | |
121 | if(bInitCap || bSkipNextFrame) // first time or we skipped before?\r | |
122 | {\r | |
123 | if(bUseFrameLimit && !bInitCap) // frame limit wanted and not first time called?\r | |
124 | {\r | |
125 | DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame\r | |
126 | dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame\r | |
127 | \r | |
128 | curticks = timeGetTime();\r | |
129 | _ticks_since_last_update= dwT+curticks - lastticks;\r | |
130 | \r | |
131 | dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed\r | |
132 | \r | |
133 | if(_ticks_since_last_update<dwWaitTime) // -> we were too fast?\r | |
134 | { \r | |
135 | if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent\r | |
136 | (60*dwFrameRateTicks)) // wrong waiting times\r | |
137 | _ticks_since_last_update=dwWaitTime;\r | |
138 | \r | |
139 | while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time\r | |
140 | { // (that's the additional limitation, yup)\r | |
141 | curticks = timeGetTime();\r | |
142 | _ticks_since_last_update = dwT+curticks - lastticks;\r | |
143 | }\r | |
144 | }\r | |
145 | else // we were still too slow ?!!?\r | |
146 | {\r | |
147 | if(iAdditionalSkip<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems\r | |
148 | {\r | |
149 | iAdditionalSkip++; // -> inc our watchdog var\r | |
150 | dwLaceCnt=0; // -> reset lace count\r | |
151 | lastticks = timeGetTime();\r | |
152 | return; // -> done, we will skip next frame to get more speed\r | |
153 | }\r | |
154 | }\r | |
155 | }\r | |
156 | \r | |
157 | bInitCap=FALSE; // -> ok, we have inited the frameskip func\r | |
158 | iAdditionalSkip=0; // -> init additional skip\r | |
159 | bSkipNextFrame=FALSE; // -> we don't skip the next frame\r | |
160 | lastticks = timeGetTime();\r | |
161 | dwLaceCnt=0; // -> and we start to count the laces \r | |
162 | dwLastLace=0; \r | |
163 | _ticks_since_last_update=0;\r | |
164 | return; // -> done, the next frame will get drawn\r | |
165 | }\r | |
166 | \r | |
167 | bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first\r | |
168 | \r | |
169 | curticks = timeGetTime();\r | |
170 | _ticks_since_last_update = curticks - lastticks;\r | |
171 | \r | |
172 | dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)\r | |
173 | dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time'\r | |
174 | \r | |
175 | if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame...\r | |
176 | {\r | |
177 | if(bUseFrameLimit) // if limitation, we skip just next frame,\r | |
178 | { // and decide after, if we need to do more\r | |
179 | iNumSkips=0;\r | |
180 | }\r | |
181 | else\r | |
182 | {\r | |
183 | iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up\r | |
184 | iNumSkips--; // -> since we already skip next frame, one down\r | |
185 | if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line\r | |
186 | }\r | |
187 | bSkipNextFrame = TRUE; // -> signal for skipping the next frame\r | |
188 | }\r | |
189 | else // we were faster than real psx? fine :)\r | |
190 | if(bUseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached\r | |
191 | {\r | |
192 | if(dwLaceCnt>MAXLACE) // -> security check\r | |
193 | _ticks_since_last_update=dwWaitTime;\r | |
194 | \r | |
195 | while(_ticks_since_last_update<dwWaitTime) // just do a waiting loop...\r | |
196 | {\r | |
197 | curticks = timeGetTime();\r | |
198 | _ticks_since_last_update = curticks - lastticks;\r | |
199 | }\r | |
200 | }\r | |
201 | \r | |
202 | lastticks = timeGetTime();\r | |
203 | }\r | |
204 | \r | |
205 | dwLaceCnt=0; // init lace counter\r | |
206 | }\r | |
207 | \r | |
208 | void calcfps(void) \r | |
209 | { \r | |
210 | static unsigned long curticks,_ticks_since_last_update,lastticks; \r | |
211 | static long fps_cnt = 0;\r | |
212 | static unsigned long fps_tck = 1; \r | |
213 | static long fpsskip_cnt = 0;\r | |
214 | static unsigned long fpsskip_tck = 1;\r | |
215 | \r | |
216 | { \r | |
217 | curticks = timeGetTime(); \r | |
218 | _ticks_since_last_update=curticks-lastticks; \r | |
219 | \r | |
220 | if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update) \r | |
221 | fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f));\r | |
222 | \r | |
223 | lastticks = curticks; \r | |
224 | } \r | |
225 | \r | |
226 | if(bUseFrameSkip && bUseFrameLimit)\r | |
227 | {\r | |
228 | fpsskip_tck += _ticks_since_last_update;\r | |
229 | \r | |
230 | if(++fpsskip_cnt==2)\r | |
231 | {\r | |
232 | fps_skip = (float)2000/(float)fpsskip_tck;\r | |
233 | \r | |
234 | fps_skip +=6.0f;\r | |
235 | \r | |
236 | fpsskip_cnt = 0;\r | |
237 | fpsskip_tck = 1;\r | |
238 | }\r | |
239 | }\r | |
240 | \r | |
241 | fps_tck += _ticks_since_last_update; \r | |
242 | \r | |
243 | if(++fps_cnt==10) \r | |
244 | { \r | |
245 | fps_cur = (float)(TIMEBASE*10)/(float)fps_tck; \r | |
246 | \r | |
247 | fps_cnt = 0; \r | |
248 | fps_tck = 1; \r | |
249 | \r | |
250 | if(bUseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display \r | |
251 | fps_cur=fFrameRateHz; \r | |
252 | } \r | |
253 | } \r | |
254 | \r | |
255 | void PCFrameCap (void) \r | |
256 | {\r | |
257 | static unsigned long curticks, lastticks, _ticks_since_last_update;\r | |
258 | static unsigned long TicksToWait = 0;\r | |
259 | bool Waiting = TRUE; \r | |
260 | \r | |
261 | while (Waiting) \r | |
262 | {\r | |
263 | curticks = timeGetTime(); \r | |
264 | _ticks_since_last_update = curticks - lastticks; \r | |
265 | if ((_ticks_since_last_update > TicksToWait) || \r | |
266 | (curticks < lastticks)) \r | |
267 | { \r | |
268 | Waiting = FALSE; \r | |
269 | lastticks = curticks; \r | |
270 | TicksToWait = (TIMEBASE / (unsigned long)fFrameRateHz); \r | |
271 | } \r | |
272 | } \r | |
273 | } \r | |
274 | \r | |
275 | void PCcalcfps(void) \r | |
276 | { \r | |
277 | static unsigned long curticks,_ticks_since_last_update,lastticks; \r | |
278 | static long fps_cnt = 0; \r | |
279 | static float fps_acc = 0;\r | |
280 | float CurrentFPS=0; \r | |
281 | \r | |
282 | curticks = timeGetTime(); \r | |
283 | _ticks_since_last_update=curticks-lastticks;\r | |
284 | if(_ticks_since_last_update) \r | |
285 | CurrentFPS=(float)TIMEBASE/(float)_ticks_since_last_update;\r | |
286 | else CurrentFPS = 0;\r | |
287 | lastticks = curticks; \r | |
288 | \r | |
289 | fps_acc += CurrentFPS;\r | |
290 | \r | |
291 | if(++fps_cnt==10)\r | |
292 | {\r | |
293 | fps_cur = fps_acc / 10;\r | |
294 | fps_acc = 0;\r | |
295 | fps_cnt = 0;\r | |
296 | }\r | |
297 | \r | |
298 | fps_skip=CurrentFPS+1.0f;\r | |
299 | }\r | |
300 | \r | |
301 | void SetAutoFrameCap(void)\r | |
302 | {\r | |
303 | if(iFrameLimit==1)\r | |
304 | {\r | |
305 | fFrameRateHz = fFrameRate;\r | |
306 | dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r | |
307 | return;\r | |
308 | }\r | |
309 | \r | |
310 | if(dwActFixes&128)\r | |
311 | {\r | |
312 | if (PSXDisplay.Interlaced)\r | |
313 | fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;\r | |
314 | else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;\r | |
315 | }\r | |
316 | else\r | |
317 | {\r | |
318 | //fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;\r | |
319 | \r | |
320 | if(PSXDisplay.PAL)\r | |
321 | {\r | |
322 | if (STATUSREG&GPUSTATUS_INTERLACED)\r | |
323 | fFrameRateHz=33868800.0f/677343.75f; // 50.00238\r | |
324 | else fFrameRateHz=33868800.0f/680595.00f; // 49.76351\r | |
325 | } \r | |
326 | else\r | |
327 | {\r | |
328 | if (STATUSREG&GPUSTATUS_INTERLACED)\r | |
329 | fFrameRateHz=33868800.0f/565031.25f; // 59.94146\r | |
330 | else fFrameRateHz=33868800.0f/566107.50f; // 59.82750\r | |
331 | }\r | |
332 | \r | |
333 | dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r | |
334 | }\r | |
335 | }\r | |
336 | \r | |
337 | void SetFrameRateConfig(void)\r | |
338 | {\r | |
339 | if(!fFrameRate) fFrameRate=200.0f;\r | |
340 | \r | |
341 | if(fFrameRateHz==0) \r | |
342 | { \r | |
343 | if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet)\r | |
344 | else fFrameRateHz=fFrameRate; // else set user framerate\r | |
345 | }\r | |
346 | \r | |
347 | dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r | |
348 | \r | |
349 | if(iFrameLimit==2) SetAutoFrameCap();\r | |
350 | }\r | |
351 | \r | |
352 | void InitFrameCap(void)\r | |
353 | {\r | |
354 | }\r | |
355 | \r | |
356 | void ReInitFrameCap(void)\r | |
357 | {\r | |
358 | }\r | |
359 | \r | |
360 | void CheckFrameRate(void) // called in updatelace (on every emulated psx vsync)\r | |
361 | {\r | |
362 | if(bUseFrameSkip) \r | |
363 | {\r | |
364 | if(!(dwActFixes&0x100))\r | |
365 | {\r | |
366 | dwLaceCnt++; // -> and store cnt of vsync between frames\r | |
367 | if(dwLaceCnt>=MAXLACE && bUseFrameLimit) \r | |
368 | {\r | |
369 | if(dwLaceCnt==MAXLACE) bInitCap=TRUE;\r | |
370 | FrameCap();\r | |
371 | }\r | |
372 | }\r | |
373 | else if(bUseFrameLimit) FrameCap();\r | |
374 | calcfps(); // -> calc fps display in skipping mode\r | |
375 | } \r | |
376 | else // -> non-skipping mode:\r | |
377 | {\r | |
378 | if(bUseFrameLimit) FrameCap();\r | |
379 | if(ulKeybits&KEY_SHOWFPS) calcfps(); \r | |
380 | }\r | |
381 | }\r | |
382 | \r | |
383 | void CALLBACK GPUsetframelimit(unsigned long option) // new EPSXE interface func: main emu can enable/disable fps limitation this way\r | |
384 | {\r | |
385 | bInitCap = TRUE;\r | |
386 | \r | |
387 | if(option==1) // emu says: limit\r | |
388 | {\r | |
389 | bUseFrameLimit=TRUE;bUseFrameSkip=FALSE;iFrameLimit=2;\r | |
390 | SetAutoFrameCap();\r | |
391 | }\r | |
392 | else // emu says: no limit\r | |
393 | {\r | |
394 | bUseFrameLimit=FALSE;\r | |
395 | }\r | |
396 | }\r |