| 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 | #ifdef _WINDOWS\r |
| 28 | #include "Stdafx.h"\r |
| 29 | #include "Externals.h"\r |
| 30 | #include "plugin.h"\r |
| 31 | #include "Fps.h"\r |
| 32 | #include "Prim.h"\r |
| 33 | #else\r |
| 34 | #include "gpuStdafx.h"\r |
| 35 | #include "gpuExternals.h"\r |
| 36 | //#include "plugins.h"\r |
| 37 | #include "gpuFps.h"\r |
| 38 | #include "gpuPrim.h"\r |
| 39 | #endif\r |
| 40 | \r |
| 41 | #define _IN_FPS\r |
| 42 | \r |
| 43 | #define CALLBACK\r |
| 44 | \r |
| 45 | ////////////////////////////////////////////////////////////////////////\r |
| 46 | // FPS stuff\r |
| 47 | ////////////////////////////////////////////////////////////////////////\r |
| 48 | #ifdef _WINDOWS\r |
| 49 | LARGE_INTEGER liCPUFrequency;\r |
| 50 | #endif\r |
| 51 | \r |
| 52 | ////////////////////////////////////////////////////////////////////////\r |
| 53 | // FPS skipping / limit\r |
| 54 | ////////////////////////////////////////////////////////////////////////\r |
| 55 | \r |
| 56 | BOOL bIsPerformanceCounter;\r |
| 57 | float fFrameRateHz;\r |
| 58 | DWORD dwFrameRateTicks;\r |
| 59 | float fFrameRate;\r |
| 60 | int iFrameLimit;\r |
| 61 | BOOL bUseFrameLimit;\r |
| 62 | BOOL bUseFrameSkip;\r |
| 63 | DWORD dwLaceCnt;\r |
| 64 | \r |
| 65 | BOOL bInitCap; \r |
| 66 | float fps_skip;\r |
| 67 | float fps_cur;\r |
| 68 | \r |
| 69 | #ifdef _WINDOWS\r |
| 70 | \r |
| 71 | void FrameCap (void)\r |
| 72 | {\r |
| 73 | static DWORD curticks, lastticks, _ticks_since_last_update;\r |
| 74 | static DWORD TicksToWait = 0;\r |
| 75 | static LARGE_INTEGER CurrentTime;\r |
| 76 | static LARGE_INTEGER LastTime;\r |
| 77 | static BOOL SkipNextWait = FALSE;\r |
| 78 | BOOL Waiting = TRUE;\r |
| 79 | \r |
| 80 | //---------------------------------------------------------\r |
| 81 | // init some static vars... \r |
| 82 | // bInitCap is TRUE on startup and everytime the user\r |
| 83 | // is toggling the frame limit\r |
| 84 | //---------------------------------------------------------\r |
| 85 | \r |
| 86 | if(bInitCap)\r |
| 87 | {\r |
| 88 | bInitCap=FALSE;\r |
| 89 | if (bIsPerformanceCounter)\r |
| 90 | QueryPerformanceCounter(&LastTime);\r |
| 91 | lastticks = timeGetTime();\r |
| 92 | TicksToWait=0;\r |
| 93 | return;\r |
| 94 | }\r |
| 95 | \r |
| 96 | //---------------------------------------------------------\r |
| 97 | \r |
| 98 | if(bIsPerformanceCounter)\r |
| 99 | {\r |
| 100 | QueryPerformanceCounter(&CurrentTime);\r |
| 101 | _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;\r |
| 102 | \r |
| 103 | //---------------------------------------------------------\r |
| 104 | // check if diff > 1/2 sec, if yes: take mm timer value\r |
| 105 | //---------------------------------------------------------\r |
| 106 | \r |
| 107 | curticks = timeGetTime();\r |
| 108 | if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) \r |
| 109 | {\r |
| 110 | if(curticks < lastticks)\r |
| 111 | _ticks_since_last_update = dwFrameRateTicks+TicksToWait+1;\r |
| 112 | else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;\r |
| 113 | }\r |
| 114 | \r |
| 115 | //---------------------------------------------------------\r |
| 116 | \r |
| 117 | if ((_ticks_since_last_update > TicksToWait) || \r |
| 118 | (CurrentTime.LowPart < LastTime.LowPart))\r |
| 119 | {\r |
| 120 | LastTime.HighPart = CurrentTime.HighPart;\r |
| 121 | LastTime.LowPart = CurrentTime.LowPart;\r |
| 122 | \r |
| 123 | lastticks=curticks;\r |
| 124 | \r |
| 125 | if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)\r |
| 126 | TicksToWait=0;\r |
| 127 | else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);\r |
| 128 | }\r |
| 129 | else\r |
| 130 | {\r |
| 131 | while (Waiting)\r |
| 132 | {\r |
| 133 | QueryPerformanceCounter(&CurrentTime);\r |
| 134 | _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;\r |
| 135 | \r |
| 136 | //---------------------------------------------------------\r |
| 137 | // check if diff > 1/2 sec, if yes: take mm timer value\r |
| 138 | //---------------------------------------------------------\r |
| 139 | curticks = timeGetTime();\r |
| 140 | if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) \r |
| 141 | {\r |
| 142 | if(curticks < lastticks)\r |
| 143 | _ticks_since_last_update = TicksToWait+1;\r |
| 144 | else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;\r |
| 145 | }\r |
| 146 | //---------------------------------------------------------\r |
| 147 | \r |
| 148 | if ((_ticks_since_last_update > TicksToWait) || \r |
| 149 | (CurrentTime.LowPart < LastTime.LowPart))\r |
| 150 | {\r |
| 151 | Waiting = FALSE;\r |
| 152 | \r |
| 153 | lastticks=curticks;\r |
| 154 | \r |
| 155 | LastTime.HighPart = CurrentTime.HighPart;\r |
| 156 | LastTime.LowPart = CurrentTime.LowPart;\r |
| 157 | TicksToWait = dwFrameRateTicks;\r |
| 158 | }\r |
| 159 | }\r |
| 160 | }\r |
| 161 | }\r |
| 162 | else\r |
| 163 | {\r |
| 164 | curticks = timeGetTime();\r |
| 165 | _ticks_since_last_update = curticks - lastticks;\r |
| 166 | \r |
| 167 | if ((_ticks_since_last_update > TicksToWait) || \r |
| 168 | (curticks < lastticks))\r |
| 169 | {\r |
| 170 | lastticks = curticks;\r |
| 171 | \r |
| 172 | if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)\r |
| 173 | TicksToWait=0;\r |
| 174 | else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);\r |
| 175 | }\r |
| 176 | else\r |
| 177 | {\r |
| 178 | while (Waiting)\r |
| 179 | {\r |
| 180 | curticks = timeGetTime();\r |
| 181 | _ticks_since_last_update = curticks - lastticks;\r |
| 182 | if ((_ticks_since_last_update > TicksToWait) ||\r |
| 183 | (curticks < lastticks))\r |
| 184 | {\r |
| 185 | Waiting = FALSE;\r |
| 186 | lastticks = curticks;\r |
| 187 | TicksToWait = dwFrameRateTicks;\r |
| 188 | }\r |
| 189 | }\r |
| 190 | }\r |
| 191 | }\r |
| 192 | }\r |
| 193 | \r |
| 194 | ////////////////////////////////////////////////////////////////////////\r |
| 195 | \r |
| 196 | #define MAXSKIP 120\r |
| 197 | #define MAXLACE 16\r |
| 198 | \r |
| 199 | void FrameSkip(void)\r |
| 200 | {\r |
| 201 | static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip\r |
| 202 | static DWORD dwLastLace=0; // helper var for frame limitation\r |
| 203 | static DWORD curticks, lastticks, _ticks_since_last_update;\r |
| 204 | static LARGE_INTEGER CurrentTime;\r |
| 205 | static LARGE_INTEGER LastTime;\r |
| 206 | \r |
| 207 | if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely\r |
| 208 | \r |
| 209 | if(iNumSkips) // we are in skipping mode?\r |
| 210 | {\r |
| 211 | dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)\r |
| 212 | bSkipNextFrame = TRUE; // -> we skip next frame\r |
| 213 | iNumSkips--; // -> ok, one done\r |
| 214 | }\r |
| 215 | else // ok, no additional skipping has to be done... \r |
| 216 | { // we check now, if some limitation is needed, or a new skipping has to get started\r |
| 217 | DWORD dwWaitTime;\r |
| 218 | \r |
| 219 | if(bInitCap || bSkipNextFrame) // first time or we skipped before?\r |
| 220 | {\r |
| 221 | if(bUseFrameLimit && !bInitCap) // frame limit wanted and not first time called?\r |
| 222 | {\r |
| 223 | DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame\r |
| 224 | dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame\r |
| 225 | \r |
| 226 | if(bIsPerformanceCounter) // -> now we calc the time of the last drawn frame + the time we spent skipping\r |
| 227 | {\r |
| 228 | QueryPerformanceCounter(&CurrentTime);\r |
| 229 | _ticks_since_last_update= dwT+CurrentTime.LowPart - LastTime.LowPart;\r |
| 230 | }\r |
| 231 | else\r |
| 232 | {\r |
| 233 | curticks = timeGetTime();\r |
| 234 | _ticks_since_last_update= dwT+curticks - lastticks;\r |
| 235 | }\r |
| 236 | \r |
| 237 | dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed\r |
| 238 | \r |
| 239 | if(_ticks_since_last_update<dwWaitTime) // -> we were too fast?\r |
| 240 | { \r |
| 241 | if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent\r |
| 242 | (60*dwFrameRateTicks)) // wrong waiting times\r |
| 243 | _ticks_since_last_update=dwWaitTime;\r |
| 244 | \r |
| 245 | while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time\r |
| 246 | { // (that's the additional limitation, yup)\r |
| 247 | if(bIsPerformanceCounter)\r |
| 248 | {\r |
| 249 | QueryPerformanceCounter(&CurrentTime);\r |
| 250 | _ticks_since_last_update = dwT+CurrentTime.LowPart - LastTime.LowPart;\r |
| 251 | }\r |
| 252 | else\r |
| 253 | {\r |
| 254 | curticks = timeGetTime();\r |
| 255 | _ticks_since_last_update = dwT+curticks - lastticks;\r |
| 256 | }\r |
| 257 | }\r |
| 258 | }\r |
| 259 | else // we were still too slow ?!!?\r |
| 260 | {\r |
| 261 | if(iAdditionalSkip<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems\r |
| 262 | {\r |
| 263 | iAdditionalSkip++; // -> inc our watchdog var\r |
| 264 | dwLaceCnt=0; // -> reset lace count\r |
| 265 | if(bIsPerformanceCounter) // -> ok, start time of the next frame\r |
| 266 | QueryPerformanceCounter(&LastTime);\r |
| 267 | lastticks = timeGetTime();\r |
| 268 | return; // -> done, we will skip next frame to get more speed\r |
| 269 | } \r |
| 270 | }\r |
| 271 | }\r |
| 272 | \r |
| 273 | bInitCap=FALSE; // -> ok, we have inited the frameskip func\r |
| 274 | iAdditionalSkip=0; // -> init additional skip\r |
| 275 | bSkipNextFrame=FALSE; // -> we don't skip the next frame\r |
| 276 | if(bIsPerformanceCounter) // -> we store the start time of the next frame\r |
| 277 | QueryPerformanceCounter(&LastTime);\r |
| 278 | lastticks = timeGetTime();\r |
| 279 | dwLaceCnt=0; // -> and we start to count the laces \r |
| 280 | dwLastLace=0; \r |
| 281 | _ticks_since_last_update=0;\r |
| 282 | return; // -> done, the next frame will get drawn\r |
| 283 | }\r |
| 284 | \r |
| 285 | bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first\r |
| 286 | \r |
| 287 | if(bIsPerformanceCounter) // get the current time (we are now at the end of one drawn frame)\r |
| 288 | {\r |
| 289 | QueryPerformanceCounter(&CurrentTime);\r |
| 290 | _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;\r |
| 291 | }\r |
| 292 | else\r |
| 293 | {\r |
| 294 | curticks = timeGetTime();\r |
| 295 | _ticks_since_last_update = curticks - lastticks;\r |
| 296 | }\r |
| 297 | \r |
| 298 | dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)\r |
| 299 | dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time'\r |
| 300 | \r |
| 301 | if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame...\r |
| 302 | {\r |
| 303 | if(bUseFrameLimit) // if limitation, we skip just next frame,\r |
| 304 | { // and decide after, if we need to do more\r |
| 305 | iNumSkips=0;\r |
| 306 | }\r |
| 307 | else\r |
| 308 | {\r |
| 309 | iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up\r |
| 310 | iNumSkips--; // -> since we already skip next frame, one down\r |
| 311 | if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line\r |
| 312 | }\r |
| 313 | bSkipNextFrame = TRUE; // -> signal for skipping the next frame\r |
| 314 | }\r |
| 315 | else // we were faster than real psx? fine :)\r |
| 316 | if(bUseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached\r |
| 317 | {\r |
| 318 | if(dwLaceCnt>MAXLACE) // -> security check\r |
| 319 | _ticks_since_last_update=dwWaitTime;\r |
| 320 | \r |
| 321 | while(_ticks_since_last_update<dwWaitTime) // just do a waiting loop...\r |
| 322 | {\r |
| 323 | if(bIsPerformanceCounter)\r |
| 324 | {\r |
| 325 | QueryPerformanceCounter(&CurrentTime);\r |
| 326 | _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;\r |
| 327 | }\r |
| 328 | else\r |
| 329 | {\r |
| 330 | curticks = timeGetTime();\r |
| 331 | _ticks_since_last_update = curticks - lastticks;\r |
| 332 | }\r |
| 333 | }\r |
| 334 | }\r |
| 335 | \r |
| 336 | if(bIsPerformanceCounter) // ok, start time of the next frame\r |
| 337 | QueryPerformanceCounter(&LastTime);\r |
| 338 | lastticks = timeGetTime();\r |
| 339 | }\r |
| 340 | \r |
| 341 | dwLaceCnt=0; // init lace counter\r |
| 342 | }\r |
| 343 | \r |
| 344 | ////////////////////////////////////////////////////////////////////////\r |
| 345 | \r |
| 346 | void calcfps(void)\r |
| 347 | {\r |
| 348 | static DWORD curticks,_ticks_since_last_update,lastticks;\r |
| 349 | static long fps_cnt = 0;\r |
| 350 | static DWORD fps_tck = 1;\r |
| 351 | static LARGE_INTEGER CurrentTime;\r |
| 352 | static LARGE_INTEGER LastTime;\r |
| 353 | static long fpsskip_cnt = 0;\r |
| 354 | static DWORD fpsskip_tck = 1;\r |
| 355 | \r |
| 356 | if(bIsPerformanceCounter)\r |
| 357 | {\r |
| 358 | QueryPerformanceCounter(&CurrentTime);\r |
| 359 | _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;\r |
| 360 | \r |
| 361 | //--------------------------------------------------//\r |
| 362 | curticks = timeGetTime();\r |
| 363 | if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))\r |
| 364 | _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;\r |
| 365 | lastticks=curticks;\r |
| 366 | //--------------------------------------------------//\r |
| 367 | \r |
| 368 | if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update) \r |
| 369 | fps_skip=min(fps_skip,(((float)liCPUFrequency.LowPart) / ((float)_ticks_since_last_update) +1.0f));\r |
| 370 | \r |
| 371 | LastTime.HighPart = CurrentTime.HighPart;\r |
| 372 | LastTime.LowPart = CurrentTime.LowPart;\r |
| 373 | }\r |
| 374 | else\r |
| 375 | {\r |
| 376 | curticks = timeGetTime();\r |
| 377 | _ticks_since_last_update=curticks-lastticks;\r |
| 378 | \r |
| 379 | if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update)\r |
| 380 | fps_skip=min(fps_skip,((float)1000/(float)_ticks_since_last_update+1.0f));\r |
| 381 | \r |
| 382 | lastticks = curticks;\r |
| 383 | }\r |
| 384 | \r |
| 385 | if(bUseFrameSkip && bUseFrameLimit)\r |
| 386 | {\r |
| 387 | fpsskip_tck += _ticks_since_last_update;\r |
| 388 | \r |
| 389 | if(++fpsskip_cnt==2)\r |
| 390 | {\r |
| 391 | if(bIsPerformanceCounter)\r |
| 392 | fps_skip = ((float)liCPUFrequency.LowPart) / ((float)fpsskip_tck) *2.0f;\r |
| 393 | else\r |
| 394 | fps_skip = (float)2000/(float)fpsskip_tck;\r |
| 395 | \r |
| 396 | fps_skip +=6.0f;\r |
| 397 | \r |
| 398 | fpsskip_cnt = 0;\r |
| 399 | fpsskip_tck = 1;\r |
| 400 | }\r |
| 401 | }\r |
| 402 | \r |
| 403 | fps_tck += _ticks_since_last_update;\r |
| 404 | \r |
| 405 | if(++fps_cnt==10)\r |
| 406 | {\r |
| 407 | if(bIsPerformanceCounter)\r |
| 408 | fps_cur = ((float)liCPUFrequency.LowPart) / ((float)fps_tck) *10.0f;\r |
| 409 | else\r |
| 410 | fps_cur = (float)10000/(float)fps_tck;\r |
| 411 | \r |
| 412 | fps_cnt = 0;\r |
| 413 | fps_tck = 1;\r |
| 414 | \r |
| 415 | if(bUseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display\r |
| 416 | fps_cur=fFrameRateHz;\r |
| 417 | }\r |
| 418 | }\r |
| 419 | \r |
| 420 | ////////////////////////////////////////////////////////////////////////\r |
| 421 | // PC FPS skipping / limit\r |
| 422 | ////////////////////////////////////////////////////////////////////////\r |
| 423 | \r |
| 424 | void PCFrameCap(void)\r |
| 425 | {\r |
| 426 | static DWORD curticks, lastticks, _ticks_since_last_update;\r |
| 427 | static DWORD TicksToWait = 0;\r |
| 428 | static LARGE_INTEGER CurrentTime;\r |
| 429 | static LARGE_INTEGER LastTime;\r |
| 430 | BOOL Waiting = TRUE;\r |
| 431 | \r |
| 432 | while (Waiting)\r |
| 433 | {\r |
| 434 | if(bIsPerformanceCounter)\r |
| 435 | {\r |
| 436 | QueryPerformanceCounter(&CurrentTime);\r |
| 437 | _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;\r |
| 438 | \r |
| 439 | //------------------------------------------------//\r |
| 440 | curticks = timeGetTime();\r |
| 441 | if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) \r |
| 442 | {\r |
| 443 | if(curticks < lastticks)\r |
| 444 | _ticks_since_last_update = TicksToWait+1;\r |
| 445 | else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;\r |
| 446 | }\r |
| 447 | //------------------------------------------------//\r |
| 448 | \r |
| 449 | if ((_ticks_since_last_update > TicksToWait) ||\r |
| 450 | (CurrentTime.LowPart < LastTime.LowPart))\r |
| 451 | {\r |
| 452 | Waiting = FALSE;\r |
| 453 | \r |
| 454 | lastticks=curticks; \r |
| 455 | \r |
| 456 | LastTime.HighPart = CurrentTime.HighPart;\r |
| 457 | LastTime.LowPart = CurrentTime.LowPart;\r |
| 458 | TicksToWait = (liCPUFrequency.LowPart / fFrameRateHz);\r |
| 459 | }\r |
| 460 | }\r |
| 461 | else\r |
| 462 | {\r |
| 463 | curticks = timeGetTime();\r |
| 464 | _ticks_since_last_update = curticks - lastticks;\r |
| 465 | if ((_ticks_since_last_update > TicksToWait) || \r |
| 466 | (curticks < lastticks))\r |
| 467 | {\r |
| 468 | Waiting = FALSE;\r |
| 469 | lastticks = curticks;\r |
| 470 | TicksToWait = (1000 / (DWORD)fFrameRateHz);\r |
| 471 | }\r |
| 472 | }\r |
| 473 | }\r |
| 474 | }\r |
| 475 | \r |
| 476 | ////////////////////////////////////////////////////////////////////////\r |
| 477 | \r |
| 478 | void PCcalcfps(void)\r |
| 479 | {\r |
| 480 | static DWORD curticks,_ticks_since_last_update,lastticks;\r |
| 481 | static long fps_cnt = 0;\r |
| 482 | static float fps_acc = 0;\r |
| 483 | static LARGE_INTEGER CurrentTime;\r |
| 484 | static LARGE_INTEGER LastTime;\r |
| 485 | float CurrentFPS=0; \r |
| 486 | \r |
| 487 | if(bIsPerformanceCounter)\r |
| 488 | {\r |
| 489 | QueryPerformanceCounter(&CurrentTime);\r |
| 490 | _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;\r |
| 491 | \r |
| 492 | //--------------------------------------------------//\r |
| 493 | curticks = timeGetTime();\r |
| 494 | if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) \r |
| 495 | _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;\r |
| 496 | lastticks=curticks;\r |
| 497 | //--------------------------------------------------//\r |
| 498 | \r |
| 499 | if(_ticks_since_last_update)\r |
| 500 | {\r |
| 501 | CurrentFPS = ((float)liCPUFrequency.LowPart) / ((float)_ticks_since_last_update);\r |
| 502 | }\r |
| 503 | else CurrentFPS = 0;\r |
| 504 | LastTime.HighPart = CurrentTime.HighPart;\r |
| 505 | LastTime.LowPart = CurrentTime.LowPart;\r |
| 506 | }\r |
| 507 | else\r |
| 508 | {\r |
| 509 | curticks = timeGetTime();\r |
| 510 | if(_ticks_since_last_update=curticks-lastticks)\r |
| 511 | CurrentFPS=(float)1000/(float)_ticks_since_last_update;\r |
| 512 | else CurrentFPS = 0;\r |
| 513 | lastticks = curticks;\r |
| 514 | }\r |
| 515 | \r |
| 516 | fps_acc += CurrentFPS;\r |
| 517 | \r |
| 518 | if(++fps_cnt==10)\r |
| 519 | {\r |
| 520 | fps_cur = fps_acc / 10;\r |
| 521 | fps_acc = 0;\r |
| 522 | fps_cnt = 0;\r |
| 523 | }\r |
| 524 | \r |
| 525 | fps_skip=CurrentFPS+1.0f;\r |
| 526 | }\r |
| 527 | \r |
| 528 | ////////////////////////////////////////////////////////////////////////\r |
| 529 | \r |
| 530 | void SetAutoFrameCap(void)\r |
| 531 | {\r |
| 532 | if(iFrameLimit==1)\r |
| 533 | {\r |
| 534 | fFrameRateHz = fFrameRate;\r |
| 535 | if(bIsPerformanceCounter)\r |
| 536 | dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);\r |
| 537 | else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);\r |
| 538 | return;\r |
| 539 | }\r |
| 540 | \r |
| 541 | if(dwActFixes&128)\r |
| 542 | {\r |
| 543 | if (PSXDisplay.Interlaced)\r |
| 544 | fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;\r |
| 545 | else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;\r |
| 546 | }\r |
| 547 | else\r |
| 548 | {\r |
| 549 | //fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;\r |
| 550 | \r |
| 551 | if(PSXDisplay.PAL)\r |
| 552 | {\r |
| 553 | if (STATUSREG&GPUSTATUS_INTERLACED)\r |
| 554 | fFrameRateHz=33868800.0f/677343.75f; // 50.00238\r |
| 555 | else fFrameRateHz=33868800.0f/680595.00f; // 49.76351\r |
| 556 | } \r |
| 557 | else\r |
| 558 | {\r |
| 559 | if (STATUSREG&GPUSTATUS_INTERLACED)\r |
| 560 | fFrameRateHz=33868800.0f/565031.25f; // 59.94146\r |
| 561 | else fFrameRateHz=33868800.0f/566107.50f; // 59.82750\r |
| 562 | }\r |
| 563 | \r |
| 564 | if(bIsPerformanceCounter)\r |
| 565 | dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);\r |
| 566 | else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);\r |
| 567 | }\r |
| 568 | }\r |
| 569 | \r |
| 570 | ////////////////////////////////////////////////////////////////////////\r |
| 571 | \r |
| 572 | void InitFrameCap(void) // inits cpu frequency info (on gpu startup)\r |
| 573 | {\r |
| 574 | if (QueryPerformanceFrequency (&liCPUFrequency))\r |
| 575 | bIsPerformanceCounter = TRUE;\r |
| 576 | else bIsPerformanceCounter = FALSE;\r |
| 577 | }\r |
| 578 | \r |
| 579 | ////////////////////////////////////////////////////////////////////////\r |
| 580 | \r |
| 581 | void ReInitFrameCap(void)\r |
| 582 | {\r |
| 583 | BOOL bOldPerformanceCounter=bIsPerformanceCounter; // store curr timer mode\r |
| 584 | \r |
| 585 | if(dwActFixes&0x10000) // check game fix... high performance counters are bad on some mb chipsets\r |
| 586 | bIsPerformanceCounter=FALSE;\r |
| 587 | else \r |
| 588 | {\r |
| 589 | if (QueryPerformanceFrequency (&liCPUFrequency))\r |
| 590 | bIsPerformanceCounter = TRUE;\r |
| 591 | else bIsPerformanceCounter = FALSE;\r |
| 592 | }\r |
| 593 | \r |
| 594 | if(bOldPerformanceCounter!=bIsPerformanceCounter) // changed?\r |
| 595 | {\r |
| 596 | bInitCap = TRUE;\r |
| 597 | SetAutoFrameCap();\r |
| 598 | }\r |
| 599 | }\r |
| 600 | \r |
| 601 | ////////////////////////////////////////////////////////////////////////\r |
| 602 | \r |
| 603 | void SetFrameRateConfig(void)\r |
| 604 | {\r |
| 605 | if(fFrameRateHz==0) \r |
| 606 | {\r |
| 607 | if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet)\r |
| 608 | else fFrameRateHz=fFrameRate; // else set user framerate\r |
| 609 | }\r |
| 610 | \r |
| 611 | if(bIsPerformanceCounter)\r |
| 612 | dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);\r |
| 613 | else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);\r |
| 614 | }\r |
| 615 | \r |
| 616 | ////////////////////////////////////////////////////////////////////////\r |
| 617 | \r |
| 618 | // LINUX ---------------------------------------------\r |
| 619 | \r |
| 620 | #else\r |
| 621 | \r |
| 622 | #define TIMEBASE 100000\r |
| 623 | \r |
| 624 | // hehehe... using same func name as with win32 ;) wow, are we genius ;)\r |
| 625 | unsigned long timeGetTime()\r |
| 626 | {\r |
| 627 | struct timeval tv;\r |
| 628 | gettimeofday(&tv, 0); // well, maybe there are better ways\r |
| 629 | return tv.tv_sec * 100000 + tv.tv_usec/10; // to do that in linux, but at least it works\r |
| 630 | }\r |
| 631 | \r |
| 632 | void FrameCap(void)\r |
| 633 | {\r |
| 634 | static unsigned long curticks, lastticks, _ticks_since_last_update;\r |
| 635 | static unsigned long TicksToWait = 0;\r |
| 636 | bool Waiting = TRUE;\r |
| 637 | \r |
| 638 | {\r |
| 639 | curticks = timeGetTime();\r |
| 640 | _ticks_since_last_update = curticks - lastticks;\r |
| 641 | \r |
| 642 | if((_ticks_since_last_update > TicksToWait) ||\r |
| 643 | (curticks <lastticks))\r |
| 644 | {\r |
| 645 | lastticks = curticks;\r |
| 646 | \r |
| 647 | if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)\r |
| 648 | TicksToWait=0;\r |
| 649 | else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);\r |
| 650 | }\r |
| 651 | else\r |
| 652 | {\r |
| 653 | while (Waiting) \r |
| 654 | {\r |
| 655 | curticks = timeGetTime(); \r |
| 656 | _ticks_since_last_update = curticks - lastticks; \r |
| 657 | if ((_ticks_since_last_update > TicksToWait) ||\r |
| 658 | (curticks < lastticks)) \r |
| 659 | { \r |
| 660 | Waiting = FALSE;\r |
| 661 | lastticks = curticks;\r |
| 662 | TicksToWait = dwFrameRateTicks; \r |
| 663 | } \r |
| 664 | } \r |
| 665 | } \r |
| 666 | } \r |
| 667 | } \r |
| 668 | \r |
| 669 | ////////////////////////////////////////////////////////////////////////\r |
| 670 | \r |
| 671 | #define MAXSKIP 120\r |
| 672 | #define MAXLACE 16\r |
| 673 | \r |
| 674 | void FrameSkip(void)\r |
| 675 | {\r |
| 676 | static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip\r |
| 677 | static DWORD dwLastLace=0; // helper var for frame limitation\r |
| 678 | static DWORD curticks, lastticks, _ticks_since_last_update;\r |
| 679 | \r |
| 680 | if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely\r |
| 681 | \r |
| 682 | if(iNumSkips) // we are in skipping mode?\r |
| 683 | {\r |
| 684 | dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)\r |
| 685 | bSkipNextFrame = TRUE; // -> we skip next frame\r |
| 686 | iNumSkips--; // -> ok, one done\r |
| 687 | }\r |
| 688 | else // ok, no additional skipping has to be done... \r |
| 689 | { // we check now, if some limitation is needed, or a new skipping has to get started\r |
| 690 | DWORD dwWaitTime;\r |
| 691 | \r |
| 692 | if(bInitCap || bSkipNextFrame) // first time or we skipped before?\r |
| 693 | {\r |
| 694 | if(bUseFrameLimit && !bInitCap) // frame limit wanted and not first time called?\r |
| 695 | {\r |
| 696 | DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame\r |
| 697 | dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame\r |
| 698 | \r |
| 699 | curticks = timeGetTime();\r |
| 700 | _ticks_since_last_update= dwT+curticks - lastticks;\r |
| 701 | \r |
| 702 | dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed\r |
| 703 | \r |
| 704 | if(_ticks_since_last_update<dwWaitTime) // -> we were too fast?\r |
| 705 | { \r |
| 706 | if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent\r |
| 707 | (60*dwFrameRateTicks)) // wrong waiting times\r |
| 708 | _ticks_since_last_update=dwWaitTime;\r |
| 709 | \r |
| 710 | while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time\r |
| 711 | { // (that's the additional limitation, yup)\r |
| 712 | curticks = timeGetTime();\r |
| 713 | _ticks_since_last_update = dwT+curticks - lastticks;\r |
| 714 | }\r |
| 715 | }\r |
| 716 | else // we were still too slow ?!!?\r |
| 717 | {\r |
| 718 | if(iAdditionalSkip<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems\r |
| 719 | {\r |
| 720 | iAdditionalSkip++; // -> inc our watchdog var\r |
| 721 | dwLaceCnt=0; // -> reset lace count\r |
| 722 | lastticks = timeGetTime();\r |
| 723 | return; // -> done, we will skip next frame to get more speed\r |
| 724 | }\r |
| 725 | }\r |
| 726 | }\r |
| 727 | \r |
| 728 | bInitCap=FALSE; // -> ok, we have inited the frameskip func\r |
| 729 | iAdditionalSkip=0; // -> init additional skip\r |
| 730 | bSkipNextFrame=FALSE; // -> we don't skip the next frame\r |
| 731 | lastticks = timeGetTime();\r |
| 732 | dwLaceCnt=0; // -> and we start to count the laces \r |
| 733 | dwLastLace=0; \r |
| 734 | _ticks_since_last_update=0;\r |
| 735 | return; // -> done, the next frame will get drawn\r |
| 736 | }\r |
| 737 | \r |
| 738 | bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first\r |
| 739 | \r |
| 740 | curticks = timeGetTime();\r |
| 741 | _ticks_since_last_update = curticks - lastticks;\r |
| 742 | \r |
| 743 | dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)\r |
| 744 | dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time'\r |
| 745 | \r |
| 746 | if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame...\r |
| 747 | {\r |
| 748 | if(bUseFrameLimit) // if limitation, we skip just next frame,\r |
| 749 | { // and decide after, if we need to do more\r |
| 750 | iNumSkips=0;\r |
| 751 | }\r |
| 752 | else\r |
| 753 | {\r |
| 754 | iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up\r |
| 755 | iNumSkips--; // -> since we already skip next frame, one down\r |
| 756 | if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line\r |
| 757 | }\r |
| 758 | bSkipNextFrame = TRUE; // -> signal for skipping the next frame\r |
| 759 | }\r |
| 760 | else // we were faster than real psx? fine :)\r |
| 761 | if(bUseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached\r |
| 762 | {\r |
| 763 | if(dwLaceCnt>MAXLACE) // -> security check\r |
| 764 | _ticks_since_last_update=dwWaitTime;\r |
| 765 | \r |
| 766 | while(_ticks_since_last_update<dwWaitTime) // just do a waiting loop...\r |
| 767 | {\r |
| 768 | curticks = timeGetTime();\r |
| 769 | _ticks_since_last_update = curticks - lastticks;\r |
| 770 | }\r |
| 771 | }\r |
| 772 | \r |
| 773 | lastticks = timeGetTime();\r |
| 774 | }\r |
| 775 | \r |
| 776 | dwLaceCnt=0; // init lace counter\r |
| 777 | }\r |
| 778 | \r |
| 779 | //////////////////////////////////////////////////////////////////////// \r |
| 780 | \r |
| 781 | void calcfps(void) \r |
| 782 | { \r |
| 783 | static unsigned long curticks,_ticks_since_last_update,lastticks; \r |
| 784 | static long fps_cnt = 0;\r |
| 785 | static unsigned long fps_tck = 1; \r |
| 786 | static long fpsskip_cnt = 0;\r |
| 787 | static unsigned long fpsskip_tck = 1;\r |
| 788 | \r |
| 789 | { \r |
| 790 | curticks = timeGetTime(); \r |
| 791 | _ticks_since_last_update=curticks-lastticks; \r |
| 792 | \r |
| 793 | if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update) \r |
| 794 | fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f));\r |
| 795 | \r |
| 796 | lastticks = curticks; \r |
| 797 | } \r |
| 798 | \r |
| 799 | if(bUseFrameSkip && bUseFrameLimit)\r |
| 800 | {\r |
| 801 | fpsskip_tck += _ticks_since_last_update;\r |
| 802 | \r |
| 803 | if(++fpsskip_cnt==2)\r |
| 804 | {\r |
| 805 | fps_skip = (float)2000/(float)fpsskip_tck;\r |
| 806 | \r |
| 807 | fps_skip +=6.0f;\r |
| 808 | \r |
| 809 | fpsskip_cnt = 0;\r |
| 810 | fpsskip_tck = 1;\r |
| 811 | }\r |
| 812 | }\r |
| 813 | \r |
| 814 | fps_tck += _ticks_since_last_update; \r |
| 815 | \r |
| 816 | if(++fps_cnt==10) \r |
| 817 | { \r |
| 818 | fps_cur = (float)(TIMEBASE*10)/(float)fps_tck; \r |
| 819 | \r |
| 820 | fps_cnt = 0; \r |
| 821 | fps_tck = 1; \r |
| 822 | \r |
| 823 | if(bUseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display \r |
| 824 | fps_cur=fFrameRateHz; \r |
| 825 | } \r |
| 826 | } \r |
| 827 | \r |
| 828 | void PCFrameCap (void) \r |
| 829 | {\r |
| 830 | static unsigned long curticks, lastticks, _ticks_since_last_update;\r |
| 831 | static unsigned long TicksToWait = 0;\r |
| 832 | bool Waiting = TRUE; \r |
| 833 | \r |
| 834 | while (Waiting) \r |
| 835 | {\r |
| 836 | curticks = timeGetTime(); \r |
| 837 | _ticks_since_last_update = curticks - lastticks; \r |
| 838 | if ((_ticks_since_last_update > TicksToWait) || \r |
| 839 | (curticks < lastticks)) \r |
| 840 | { \r |
| 841 | Waiting = FALSE; \r |
| 842 | lastticks = curticks; \r |
| 843 | TicksToWait = (TIMEBASE / (unsigned long)fFrameRateHz); \r |
| 844 | } \r |
| 845 | } \r |
| 846 | } \r |
| 847 | \r |
| 848 | //////////////////////////////////////////////////////////////////////// \r |
| 849 | \r |
| 850 | void PCcalcfps(void) \r |
| 851 | { \r |
| 852 | static unsigned long curticks,_ticks_since_last_update,lastticks; \r |
| 853 | static long fps_cnt = 0; \r |
| 854 | static float fps_acc = 0;\r |
| 855 | float CurrentFPS=0; \r |
| 856 | \r |
| 857 | curticks = timeGetTime(); \r |
| 858 | _ticks_since_last_update=curticks-lastticks;\r |
| 859 | if(_ticks_since_last_update) \r |
| 860 | CurrentFPS=(float)TIMEBASE/(float)_ticks_since_last_update;\r |
| 861 | else CurrentFPS = 0;\r |
| 862 | lastticks = curticks; \r |
| 863 | \r |
| 864 | fps_acc += CurrentFPS;\r |
| 865 | \r |
| 866 | if(++fps_cnt==10)\r |
| 867 | {\r |
| 868 | fps_cur = fps_acc / 10;\r |
| 869 | fps_acc = 0;\r |
| 870 | fps_cnt = 0;\r |
| 871 | }\r |
| 872 | \r |
| 873 | fps_skip=CurrentFPS+1.0f;\r |
| 874 | }\r |
| 875 | \r |
| 876 | ////////////////////////////////////////////////////////////////////////\r |
| 877 | \r |
| 878 | void SetAutoFrameCap(void)\r |
| 879 | {\r |
| 880 | if(iFrameLimit==1)\r |
| 881 | {\r |
| 882 | fFrameRateHz = fFrameRate;\r |
| 883 | dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r |
| 884 | return;\r |
| 885 | }\r |
| 886 | \r |
| 887 | if(dwActFixes&128)\r |
| 888 | {\r |
| 889 | if (PSXDisplay.Interlaced)\r |
| 890 | fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;\r |
| 891 | else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;\r |
| 892 | }\r |
| 893 | else\r |
| 894 | {\r |
| 895 | //fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;\r |
| 896 | \r |
| 897 | if(PSXDisplay.PAL)\r |
| 898 | {\r |
| 899 | if (STATUSREG&GPUSTATUS_INTERLACED)\r |
| 900 | fFrameRateHz=33868800.0f/677343.75f; // 50.00238\r |
| 901 | else fFrameRateHz=33868800.0f/680595.00f; // 49.76351\r |
| 902 | } \r |
| 903 | else\r |
| 904 | {\r |
| 905 | if (STATUSREG&GPUSTATUS_INTERLACED)\r |
| 906 | fFrameRateHz=33868800.0f/565031.25f; // 59.94146\r |
| 907 | else fFrameRateHz=33868800.0f/566107.50f; // 59.82750\r |
| 908 | }\r |
| 909 | \r |
| 910 | dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r |
| 911 | }\r |
| 912 | }\r |
| 913 | \r |
| 914 | ////////////////////////////////////////////////////////////////////////\r |
| 915 | \r |
| 916 | void SetFrameRateConfig(void)\r |
| 917 | {\r |
| 918 | if(!fFrameRate) fFrameRate=200.0f;\r |
| 919 | \r |
| 920 | if(fFrameRateHz==0) \r |
| 921 | { \r |
| 922 | if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet)\r |
| 923 | else fFrameRateHz=fFrameRate; // else set user framerate\r |
| 924 | }\r |
| 925 | \r |
| 926 | dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r |
| 927 | \r |
| 928 | if(iFrameLimit==2) SetAutoFrameCap();\r |
| 929 | }\r |
| 930 | \r |
| 931 | ////////////////////////////////////////////////////////////////////////\r |
| 932 | \r |
| 933 | void InitFrameCap(void)\r |
| 934 | {\r |
| 935 | // nothing on linux\r |
| 936 | }\r |
| 937 | \r |
| 938 | void ReInitFrameCap(void)\r |
| 939 | {\r |
| 940 | // nothing on linux\r |
| 941 | }\r |
| 942 | \r |
| 943 | ////////////////////////////////////////////////////////////////////////\r |
| 944 | \r |
| 945 | #endif\r |
| 946 | \r |
| 947 | ////////////////////////////////////////////////////////////////////////\r |
| 948 | \r |
| 949 | ////////////////////////////////////////////////////////////////////////\r |
| 950 | \r |
| 951 | void CheckFrameRate(void) // called in updatelace (on every emulated psx vsync)\r |
| 952 | {\r |
| 953 | if(bUseFrameSkip) \r |
| 954 | {\r |
| 955 | if(!(dwActFixes&0x100))\r |
| 956 | {\r |
| 957 | dwLaceCnt++; // -> and store cnt of vsync between frames\r |
| 958 | if(dwLaceCnt>=MAXLACE && bUseFrameLimit) \r |
| 959 | {\r |
| 960 | if(dwLaceCnt==MAXLACE) bInitCap=TRUE;\r |
| 961 | FrameCap();\r |
| 962 | }\r |
| 963 | }\r |
| 964 | else if(bUseFrameLimit) FrameCap();\r |
| 965 | calcfps(); // -> calc fps display in skipping mode\r |
| 966 | } \r |
| 967 | else // -> non-skipping mode:\r |
| 968 | {\r |
| 969 | if(bUseFrameLimit) FrameCap();\r |
| 970 | calcfps(); \r |
| 971 | }\r |
| 972 | }\r |
| 973 | \r |
| 974 | ////////////////////////////////////////////////////////////////////////\r |
| 975 | \r |
| 976 | void CALLBACK GPUsetframelimit(unsigned long option) // new EPSXE interface func: main emu can enable/disable fps limitation this way\r |
| 977 | {\r |
| 978 | bInitCap = TRUE;\r |
| 979 | \r |
| 980 | if(option==1) // emu says: limit\r |
| 981 | {\r |
| 982 | bUseFrameLimit=TRUE;bUseFrameSkip=FALSE;iFrameLimit=2;\r |
| 983 | SetAutoFrameCap();\r |
| 984 | }\r |
| 985 | else // emu says: no limit\r |
| 986 | {\r |
| 987 | bUseFrameLimit=FALSE;\r |
| 988 | }\r |
| 989 | }\r |
| 990 | \r |
| 991 | ////////////////////////////////////////////////////////////////////////\r |