| 1 | /*************************************************************************** |
| 2 | fps.c - description |
| 3 | ------------------- |
| 4 | begin : Sun Oct 28 2001 |
| 5 | copyright : (C) 2001 by Pete Bernert |
| 6 | email : BlackDove@addcom.de |
| 7 | ***************************************************************************/ |
| 8 | /*************************************************************************** |
| 9 | * * |
| 10 | * This program is free software; you can redistribute it and/or modify * |
| 11 | * it under the terms of the GNU General Public License as published by * |
| 12 | * the Free Software Foundation; either version 2 of the License, or * |
| 13 | * (at your option) any later version. See also the license.txt file for * |
| 14 | * additional informations. * |
| 15 | * * |
| 16 | ***************************************************************************/ |
| 17 | |
| 18 | #define _IN_FPS |
| 19 | |
| 20 | #include <unistd.h> |
| 21 | |
| 22 | #include "externals.h" |
| 23 | #include "fps.h" |
| 24 | #include "gpu.h" |
| 25 | |
| 26 | // FPS stuff |
| 27 | float fFrameRateHz=0; |
| 28 | DWORD dwFrameRateTicks=16; |
| 29 | float fFrameRate; |
| 30 | int iFrameLimit; |
| 31 | int UseFrameLimit=0; |
| 32 | int UseFrameSkip=0; |
| 33 | |
| 34 | // FPS skipping / limit |
| 35 | BOOL bInitCap = TRUE; |
| 36 | float fps_skip = 0; |
| 37 | float fps_cur = 0; |
| 38 | |
| 39 | #define MAXLACE 16 |
| 40 | |
| 41 | void CheckFrameRate(void) |
| 42 | { |
| 43 | if(UseFrameSkip) // skipping mode? |
| 44 | { |
| 45 | if(!(dwActFixes&0x80)) // not old skipping mode? |
| 46 | { |
| 47 | dwLaceCnt++; // -> store cnt of vsync between frames |
| 48 | if(dwLaceCnt>=MAXLACE && UseFrameLimit) // -> if there are many laces without screen toggling, |
| 49 | { // do std frame limitation |
| 50 | if(dwLaceCnt==MAXLACE) bInitCap=TRUE; |
| 51 | FrameCap(); |
| 52 | } |
| 53 | } |
| 54 | else if(UseFrameLimit) FrameCap(); |
| 55 | calcfps(); // -> calc fps display in skipping mode |
| 56 | } |
| 57 | else // non-skipping mode: |
| 58 | { |
| 59 | if(UseFrameLimit) FrameCap(); // -> do it |
| 60 | if(ulKeybits&KEY_SHOWFPS) calcfps(); // -> and calc fps display |
| 61 | } |
| 62 | } |
| 63 | |
| 64 | #define TIMEBASE 100000 |
| 65 | |
| 66 | unsigned long timeGetTime() |
| 67 | { |
| 68 | struct timeval tv; |
| 69 | gettimeofday(&tv, 0); // well, maybe there are better ways |
| 70 | return tv.tv_sec * 100000 + tv.tv_usec/10; // to do that, but at least it works |
| 71 | } |
| 72 | |
| 73 | void FrameCap (void) |
| 74 | { |
| 75 | static unsigned long curticks, lastticks, _ticks_since_last_update; |
| 76 | static unsigned int TicksToWait = 0; |
| 77 | int overslept=0, tickstogo=0; |
| 78 | BOOL Waiting = TRUE; |
| 79 | |
| 80 | { |
| 81 | curticks = timeGetTime(); |
| 82 | _ticks_since_last_update = curticks - lastticks; |
| 83 | |
| 84 | if((_ticks_since_last_update > TicksToWait) || |
| 85 | (curticks <lastticks)) |
| 86 | { |
| 87 | lastticks = curticks; |
| 88 | overslept = _ticks_since_last_update - TicksToWait; |
| 89 | if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks) |
| 90 | TicksToWait=0; |
| 91 | else |
| 92 | TicksToWait=dwFrameRateTicks - overslept; |
| 93 | } |
| 94 | else |
| 95 | { |
| 96 | while (Waiting) |
| 97 | { |
| 98 | curticks = timeGetTime(); |
| 99 | _ticks_since_last_update = curticks - lastticks; |
| 100 | tickstogo = TicksToWait - _ticks_since_last_update; |
| 101 | if ((_ticks_since_last_update > TicksToWait) || |
| 102 | (curticks < lastticks) || tickstogo < overslept) |
| 103 | { |
| 104 | Waiting = FALSE; |
| 105 | lastticks = curticks; |
| 106 | overslept = _ticks_since_last_update - TicksToWait; |
| 107 | TicksToWait = dwFrameRateTicks - overslept; |
| 108 | return; |
| 109 | } |
| 110 | if (tickstogo >= 200 && !(dwActFixes&16)) |
| 111 | usleep(tickstogo*10 - 200); |
| 112 | } |
| 113 | } |
| 114 | } |
| 115 | } |
| 116 | |
| 117 | #define MAXSKIP 120 |
| 118 | |
| 119 | void FrameSkip(void) |
| 120 | { |
| 121 | static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip |
| 122 | static DWORD dwLastLace=0; // helper var for frame limitation |
| 123 | static DWORD curticks, lastticks, _ticks_since_last_update; |
| 124 | int tickstogo=0; |
| 125 | static int overslept=0; |
| 126 | |
| 127 | if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely |
| 128 | |
| 129 | if(iNumSkips) // we are in skipping mode? |
| 130 | { |
| 131 | dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces) |
| 132 | bSkipNextFrame = TRUE; // -> we skip next frame |
| 133 | iNumSkips--; // -> ok, one done |
| 134 | } |
| 135 | else // ok, no additional skipping has to be done... |
| 136 | { // we check now, if some limitation is needed, or a new skipping has to get started |
| 137 | DWORD dwWaitTime; |
| 138 | |
| 139 | if(bInitCap || bSkipNextFrame) // first time or we skipped before? |
| 140 | { |
| 141 | if(UseFrameLimit && !bInitCap) // frame limit wanted and not first time called? |
| 142 | { |
| 143 | DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame |
| 144 | dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame |
| 145 | |
| 146 | curticks = timeGetTime(); // -> now we calc the time of the last drawn frame + the time we spent skipping |
| 147 | _ticks_since_last_update= dwT+curticks - lastticks; |
| 148 | |
| 149 | dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed |
| 150 | |
| 151 | if(_ticks_since_last_update<dwWaitTime) // -> we were too fast? |
| 152 | { |
| 153 | if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent |
| 154 | (60*dwFrameRateTicks)) // wrong waiting times |
| 155 | _ticks_since_last_update=dwWaitTime; |
| 156 | |
| 157 | while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time |
| 158 | { // (that's the additional limitation, yup) |
| 159 | curticks = timeGetTime(); |
| 160 | _ticks_since_last_update = dwT+curticks - lastticks; |
| 161 | } |
| 162 | } |
| 163 | else // we were still too slow ?!!? |
| 164 | { |
| 165 | if(iAdditionalSkip<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems |
| 166 | { |
| 167 | iAdditionalSkip++; // -> inc our watchdog var |
| 168 | dwLaceCnt=0; // -> reset lace count |
| 169 | lastticks = timeGetTime(); |
| 170 | return; // -> done, we will skip next frame to get more speed |
| 171 | } |
| 172 | } |
| 173 | } |
| 174 | |
| 175 | bInitCap=FALSE; // -> ok, we have inited the frameskip func |
| 176 | iAdditionalSkip=0; // -> init additional skip |
| 177 | bSkipNextFrame=FALSE; // -> we don't skip the next frame |
| 178 | lastticks = timeGetTime(); // -> we store the start time of the next frame |
| 179 | dwLaceCnt=0; // -> and we start to count the laces |
| 180 | dwLastLace=0; |
| 181 | _ticks_since_last_update=0; |
| 182 | return; // -> done, the next frame will get drawn |
| 183 | } |
| 184 | |
| 185 | bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first |
| 186 | |
| 187 | curticks = timeGetTime(); // get the current time (we are now at the end of one drawn frame) |
| 188 | _ticks_since_last_update = curticks - lastticks; |
| 189 | |
| 190 | dwLastLace=dwLaceCnt; // store curr count (frame limitation helper) |
| 191 | dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time' |
| 192 | if (dwWaitTime >= overslept) |
| 193 | dwWaitTime-=overslept; |
| 194 | |
| 195 | if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame... |
| 196 | { |
| 197 | if(UseFrameLimit) // if limitation, we skip just next frame, |
| 198 | { // and decide after, if we need to do more |
| 199 | iNumSkips=0; |
| 200 | } |
| 201 | else |
| 202 | { |
| 203 | iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up |
| 204 | iNumSkips--; // -> since we already skip next frame, one down |
| 205 | if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line |
| 206 | } |
| 207 | bSkipNextFrame = TRUE; // -> signal for skipping the next frame |
| 208 | } |
| 209 | else // we were faster than real psx? fine :) |
| 210 | if(UseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached |
| 211 | { |
| 212 | if(dwLaceCnt>MAXLACE) // -> security check |
| 213 | _ticks_since_last_update=dwWaitTime; |
| 214 | |
| 215 | while(_ticks_since_last_update<dwWaitTime) // -> just do a waiting loop... |
| 216 | { |
| 217 | curticks = timeGetTime(); |
| 218 | _ticks_since_last_update = curticks - lastticks; |
| 219 | |
| 220 | tickstogo = dwWaitTime - _ticks_since_last_update; |
| 221 | if (tickstogo-overslept >= 200 && !(dwActFixes&16)) |
| 222 | usleep(tickstogo*10 - 200); |
| 223 | } |
| 224 | } |
| 225 | overslept = _ticks_since_last_update - dwWaitTime; |
| 226 | if (overslept < 0) |
| 227 | overslept = 0; |
| 228 | lastticks = timeGetTime(); // ok, start time of the next frame |
| 229 | } |
| 230 | |
| 231 | dwLaceCnt=0; // init lace counter |
| 232 | } |
| 233 | |
| 234 | void calcfps(void) |
| 235 | { |
| 236 | static unsigned long curticks,_ticks_since_last_update,lastticks; |
| 237 | static long fps_cnt = 0; |
| 238 | static unsigned long fps_tck = 1; |
| 239 | static long fpsskip_cnt = 0; |
| 240 | static unsigned long fpsskip_tck = 1; |
| 241 | |
| 242 | { |
| 243 | curticks = timeGetTime(); |
| 244 | _ticks_since_last_update=curticks-lastticks; |
| 245 | |
| 246 | if(UseFrameSkip && !UseFrameLimit && _ticks_since_last_update) |
| 247 | fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f)); |
| 248 | |
| 249 | lastticks = curticks; |
| 250 | } |
| 251 | |
| 252 | if(UseFrameSkip && UseFrameLimit) |
| 253 | { |
| 254 | fpsskip_tck += _ticks_since_last_update; |
| 255 | |
| 256 | if(++fpsskip_cnt==2) |
| 257 | { |
| 258 | fps_skip = (float)2000/(float)fpsskip_tck; |
| 259 | fps_skip +=6.0f; |
| 260 | fpsskip_cnt = 0; |
| 261 | fpsskip_tck = 1; |
| 262 | } |
| 263 | } |
| 264 | |
| 265 | fps_tck += _ticks_since_last_update; |
| 266 | |
| 267 | if(++fps_cnt==20) |
| 268 | { |
| 269 | fps_cur = (float)(TIMEBASE*20)/(float)fps_tck; |
| 270 | |
| 271 | fps_cnt = 0; |
| 272 | fps_tck = 1; |
| 273 | |
| 274 | //if(UseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display |
| 275 | //fps_cur=fFrameRateHz; |
| 276 | } |
| 277 | |
| 278 | } |
| 279 | |
| 280 | void PCFrameCap (void) |
| 281 | { |
| 282 | static unsigned long curticks, lastticks, _ticks_since_last_update; |
| 283 | static unsigned long TicksToWait = 0; |
| 284 | BOOL Waiting = TRUE; |
| 285 | |
| 286 | while (Waiting) |
| 287 | { |
| 288 | curticks = timeGetTime(); |
| 289 | _ticks_since_last_update = curticks - lastticks; |
| 290 | if ((_ticks_since_last_update > TicksToWait) || |
| 291 | (curticks < lastticks)) |
| 292 | { |
| 293 | Waiting = FALSE; |
| 294 | lastticks = curticks; |
| 295 | TicksToWait = (TIMEBASE/ (unsigned long)fFrameRateHz); |
| 296 | } |
| 297 | } |
| 298 | } |
| 299 | |
| 300 | void PCcalcfps(void) |
| 301 | { |
| 302 | static unsigned long curticks,_ticks_since_last_update,lastticks; |
| 303 | static long fps_cnt = 0; |
| 304 | static float fps_acc = 0; |
| 305 | float CurrentFPS=0; |
| 306 | |
| 307 | curticks = timeGetTime(); |
| 308 | _ticks_since_last_update=curticks-lastticks; |
| 309 | if(_ticks_since_last_update) |
| 310 | CurrentFPS=(float)TIMEBASE/(float)_ticks_since_last_update; |
| 311 | else CurrentFPS = 0; |
| 312 | lastticks = curticks; |
| 313 | |
| 314 | fps_acc += CurrentFPS; |
| 315 | |
| 316 | if(++fps_cnt==10) |
| 317 | { |
| 318 | fps_cur = fps_acc / 10; |
| 319 | fps_acc = 0; |
| 320 | fps_cnt = 0; |
| 321 | } |
| 322 | |
| 323 | fps_skip=CurrentFPS+1.0f; |
| 324 | } |
| 325 | |
| 326 | void SetAutoFrameCap(void) |
| 327 | { |
| 328 | if(iFrameLimit==1) |
| 329 | { |
| 330 | fFrameRateHz = fFrameRate; |
| 331 | dwFrameRateTicks=(TIMEBASE*100 / (unsigned long)(fFrameRateHz*100)); |
| 332 | return; |
| 333 | } |
| 334 | |
| 335 | if(dwActFixes&32) |
| 336 | { |
| 337 | if (PSXDisplay.Interlaced) |
| 338 | fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f; |
| 339 | else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f; |
| 340 | } |
| 341 | else |
| 342 | { |
| 343 | fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f; |
| 344 | dwFrameRateTicks=(TIMEBASE*100 / (unsigned long)(fFrameRateHz*100)); |
| 345 | } |
| 346 | } |
| 347 | |
| 348 | void SetFPSHandler(void) |
| 349 | { |
| 350 | } |
| 351 | |
| 352 | void InitFPS(void) |
| 353 | { |
| 354 | if(!fFrameRate) fFrameRate=200.0f; |
| 355 | if(fFrameRateHz==0) fFrameRateHz=fFrameRate; // set user framerate |
| 356 | dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz); |
| 357 | } |