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