X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?a=blobdiff_plain;ds=sidebyside;f=plugins%2Fgpu-gles%2FgpuFps.c;fp=plugins%2Fgpu-gles%2FgpuFps.c;h=1012ecbee9aba5e3077086c09523448f68e77c5d;hb=ce879073e4f228deec8bec5db8a2ff640636c88f;hp=0000000000000000000000000000000000000000;hpb=3a255ce52a55a2065429b8baad000c72aed31e97;p=pcsx_rearmed.git diff --git a/plugins/gpu-gles/gpuFps.c b/plugins/gpu-gles/gpuFps.c new file mode 100644 index 00000000..1012ecbe --- /dev/null +++ b/plugins/gpu-gles/gpuFps.c @@ -0,0 +1,991 @@ +/*************************************************************************** + fps.c - description + ------------------- + begin : Sun Mar 08 2009 + copyright : (C) 1999-2009 by Pete Bernert + web : www.pbernert.com + ***************************************************************************/ + +/*************************************************************************** + * * + * This program is free software; you can redistribute it and/or modify * + * it under the terms of the GNU General Public License as published by * + * the Free Software Foundation; either version 2 of the License, or * + * (at your option) any later version. See also the license.txt file for * + * additional informations. * + * * + ***************************************************************************/ + +//*************************************************************************// +// History of changes: +// +// 2009/03/08 - Pete +// - generic cleanup for the Peops release +// +//*************************************************************************// + +#ifdef _WINDOWS +#include "Stdafx.h" +#include "Externals.h" +#include "plugin.h" +#include "Fps.h" +#include "Prim.h" +#else +#include "gpuStdafx.h" +#include "gpuExternals.h" +//#include "plugins.h" +#include "gpuFps.h" +#include "gpuPrim.h" +#endif + +#define _IN_FPS + +#define CALLBACK + +//////////////////////////////////////////////////////////////////////// +// FPS stuff +//////////////////////////////////////////////////////////////////////// +#ifdef _WINDOWS +LARGE_INTEGER liCPUFrequency; +#endif + +//////////////////////////////////////////////////////////////////////// +// FPS skipping / limit +//////////////////////////////////////////////////////////////////////// + +BOOL bIsPerformanceCounter; +float fFrameRateHz; +DWORD dwFrameRateTicks; +float fFrameRate; +int iFrameLimit; +BOOL bUseFrameLimit; +BOOL bUseFrameSkip; +DWORD dwLaceCnt; + +BOOL bInitCap; +float fps_skip; +float fps_cur; + +#ifdef _WINDOWS + +void FrameCap (void) +{ + static DWORD curticks, lastticks, _ticks_since_last_update; + static DWORD TicksToWait = 0; + static LARGE_INTEGER CurrentTime; + static LARGE_INTEGER LastTime; + static BOOL SkipNextWait = FALSE; + BOOL Waiting = TRUE; + + //--------------------------------------------------------- + // init some static vars... + // bInitCap is TRUE on startup and everytime the user + // is toggling the frame limit + //--------------------------------------------------------- + + if(bInitCap) + { + bInitCap=FALSE; + if (bIsPerformanceCounter) + QueryPerformanceCounter(&LastTime); + lastticks = timeGetTime(); + TicksToWait=0; + return; + } + + //--------------------------------------------------------- + + if(bIsPerformanceCounter) + { + QueryPerformanceCounter(&CurrentTime); + _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart; + + //--------------------------------------------------------- + // check if diff > 1/2 sec, if yes: take mm timer value + //--------------------------------------------------------- + + curticks = timeGetTime(); + if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) + { + if(curticks < lastticks) + _ticks_since_last_update = dwFrameRateTicks+TicksToWait+1; + else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000; + } + + //--------------------------------------------------------- + + if ((_ticks_since_last_update > TicksToWait) || + (CurrentTime.LowPart < LastTime.LowPart)) + { + LastTime.HighPart = CurrentTime.HighPart; + LastTime.LowPart = CurrentTime.LowPart; + + lastticks=curticks; + + if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks) + TicksToWait=0; + else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait); + } + else + { + while (Waiting) + { + QueryPerformanceCounter(&CurrentTime); + _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart; + + //--------------------------------------------------------- + // check if diff > 1/2 sec, if yes: take mm timer value + //--------------------------------------------------------- + curticks = timeGetTime(); + if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) + { + if(curticks < lastticks) + _ticks_since_last_update = TicksToWait+1; + else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000; + } + //--------------------------------------------------------- + + if ((_ticks_since_last_update > TicksToWait) || + (CurrentTime.LowPart < LastTime.LowPart)) + { + Waiting = FALSE; + + lastticks=curticks; + + LastTime.HighPart = CurrentTime.HighPart; + LastTime.LowPart = CurrentTime.LowPart; + TicksToWait = dwFrameRateTicks; + } + } + } + } + else + { + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + + if ((_ticks_since_last_update > TicksToWait) || + (curticks < lastticks)) + { + lastticks = curticks; + + if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks) + TicksToWait=0; + else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait); + } + else + { + while (Waiting) + { + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + if ((_ticks_since_last_update > TicksToWait) || + (curticks < lastticks)) + { + Waiting = FALSE; + lastticks = curticks; + TicksToWait = dwFrameRateTicks; + } + } + } + } +} + +//////////////////////////////////////////////////////////////////////// + +#define MAXSKIP 120 +#define MAXLACE 16 + +void FrameSkip(void) +{ + static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip + static DWORD dwLastLace=0; // helper var for frame limitation + static DWORD curticks, lastticks, _ticks_since_last_update; + static LARGE_INTEGER CurrentTime; + static LARGE_INTEGER LastTime; + + if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely + + if(iNumSkips) // we are in skipping mode? + { + dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces) + bSkipNextFrame = TRUE; // -> we skip next frame + iNumSkips--; // -> ok, one done + } + else // ok, no additional skipping has to be done... + { // we check now, if some limitation is needed, or a new skipping has to get started + DWORD dwWaitTime; + + if(bInitCap || bSkipNextFrame) // first time or we skipped before? + { + if(bUseFrameLimit && !bInitCap) // frame limit wanted and not first time called? + { + DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame + dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame + + if(bIsPerformanceCounter) // -> now we calc the time of the last drawn frame + the time we spent skipping + { + QueryPerformanceCounter(&CurrentTime); + _ticks_since_last_update= dwT+CurrentTime.LowPart - LastTime.LowPart; + } + else + { + curticks = timeGetTime(); + _ticks_since_last_update= dwT+curticks - lastticks; + } + + dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed + + if(_ticks_since_last_update we were too fast? + { + if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent + (60*dwFrameRateTicks)) // wrong waiting times + _ticks_since_last_update=dwWaitTime; + + while(_ticks_since_last_update loop until we have reached the real psx time + { // (that's the additional limitation, yup) + if(bIsPerformanceCounter) + { + QueryPerformanceCounter(&CurrentTime); + _ticks_since_last_update = dwT+CurrentTime.LowPart - LastTime.LowPart; + } + else + { + curticks = timeGetTime(); + _ticks_since_last_update = dwT+curticks - lastticks; + } + } + } + else // we were still too slow ?!!? + { + if(iAdditionalSkip well, somewhen we really have to stop skipping on very slow systems + { + iAdditionalSkip++; // -> inc our watchdog var + dwLaceCnt=0; // -> reset lace count + if(bIsPerformanceCounter) // -> ok, start time of the next frame + QueryPerformanceCounter(&LastTime); + lastticks = timeGetTime(); + return; // -> done, we will skip next frame to get more speed + } + } + } + + bInitCap=FALSE; // -> ok, we have inited the frameskip func + iAdditionalSkip=0; // -> init additional skip + bSkipNextFrame=FALSE; // -> we don't skip the next frame + if(bIsPerformanceCounter) // -> we store the start time of the next frame + QueryPerformanceCounter(&LastTime); + lastticks = timeGetTime(); + dwLaceCnt=0; // -> and we start to count the laces + dwLastLace=0; + _ticks_since_last_update=0; + return; // -> done, the next frame will get drawn + } + + bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first + + if(bIsPerformanceCounter) // get the current time (we are now at the end of one drawn frame) + { + QueryPerformanceCounter(&CurrentTime); + _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart; + } + else + { + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + } + + dwLastLace=dwLaceCnt; // store curr count (frame limitation helper) + dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time' + + if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame... + { + if(bUseFrameLimit) // if limitation, we skip just next frame, + { // and decide after, if we need to do more + iNumSkips=0; + } + else + { + iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up + iNumSkips--; // -> since we already skip next frame, one down + if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line + } + bSkipNextFrame = TRUE; // -> signal for skipping the next frame + } + else // we were faster than real psx? fine :) + if(bUseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached + { + if(dwLaceCnt>MAXLACE) // -> security check + _ticks_since_last_update=dwWaitTime; + + while(_ticks_since_last_update(liCPUFrequency.LowPart>>1)) + _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000; + lastticks=curticks; + //--------------------------------------------------// + + if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update) + fps_skip=min(fps_skip,(((float)liCPUFrequency.LowPart) / ((float)_ticks_since_last_update) +1.0f)); + + LastTime.HighPart = CurrentTime.HighPart; + LastTime.LowPart = CurrentTime.LowPart; + } + else + { + curticks = timeGetTime(); + _ticks_since_last_update=curticks-lastticks; + + if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update) + fps_skip=min(fps_skip,((float)1000/(float)_ticks_since_last_update+1.0f)); + + lastticks = curticks; + } + + if(bUseFrameSkip && bUseFrameLimit) + { + fpsskip_tck += _ticks_since_last_update; + + if(++fpsskip_cnt==2) + { + if(bIsPerformanceCounter) + fps_skip = ((float)liCPUFrequency.LowPart) / ((float)fpsskip_tck) *2.0f; + else + fps_skip = (float)2000/(float)fpsskip_tck; + + fps_skip +=6.0f; + + fpsskip_cnt = 0; + fpsskip_tck = 1; + } + } + + fps_tck += _ticks_since_last_update; + + if(++fps_cnt==10) + { + if(bIsPerformanceCounter) + fps_cur = ((float)liCPUFrequency.LowPart) / ((float)fps_tck) *10.0f; + else + fps_cur = (float)10000/(float)fps_tck; + + fps_cnt = 0; + fps_tck = 1; + + if(bUseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display + fps_cur=fFrameRateHz; + } +} + +//////////////////////////////////////////////////////////////////////// +// PC FPS skipping / limit +//////////////////////////////////////////////////////////////////////// + +void PCFrameCap(void) +{ + static DWORD curticks, lastticks, _ticks_since_last_update; + static DWORD TicksToWait = 0; + static LARGE_INTEGER CurrentTime; + static LARGE_INTEGER LastTime; + BOOL Waiting = TRUE; + + while (Waiting) + { + if(bIsPerformanceCounter) + { + QueryPerformanceCounter(&CurrentTime); + _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart; + + //------------------------------------------------// + curticks = timeGetTime(); + if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) + { + if(curticks < lastticks) + _ticks_since_last_update = TicksToWait+1; + else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000; + } + //------------------------------------------------// + + if ((_ticks_since_last_update > TicksToWait) || + (CurrentTime.LowPart < LastTime.LowPart)) + { + Waiting = FALSE; + + lastticks=curticks; + + LastTime.HighPart = CurrentTime.HighPart; + LastTime.LowPart = CurrentTime.LowPart; + TicksToWait = (liCPUFrequency.LowPart / fFrameRateHz); + } + } + else + { + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + if ((_ticks_since_last_update > TicksToWait) || + (curticks < lastticks)) + { + Waiting = FALSE; + lastticks = curticks; + TicksToWait = (1000 / (DWORD)fFrameRateHz); + } + } + } +} + +//////////////////////////////////////////////////////////////////////// + +void PCcalcfps(void) +{ + static DWORD curticks,_ticks_since_last_update,lastticks; + static long fps_cnt = 0; + static float fps_acc = 0; + static LARGE_INTEGER CurrentTime; + static LARGE_INTEGER LastTime; + float CurrentFPS=0; + + if(bIsPerformanceCounter) + { + QueryPerformanceCounter(&CurrentTime); + _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart; + + //--------------------------------------------------// + curticks = timeGetTime(); + if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1)) + _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000; + lastticks=curticks; + //--------------------------------------------------// + + if(_ticks_since_last_update) + { + CurrentFPS = ((float)liCPUFrequency.LowPart) / ((float)_ticks_since_last_update); + } + else CurrentFPS = 0; + LastTime.HighPart = CurrentTime.HighPart; + LastTime.LowPart = CurrentTime.LowPart; + } + else + { + curticks = timeGetTime(); + if(_ticks_since_last_update=curticks-lastticks) + CurrentFPS=(float)1000/(float)_ticks_since_last_update; + else CurrentFPS = 0; + lastticks = curticks; + } + + fps_acc += CurrentFPS; + + if(++fps_cnt==10) + { + fps_cur = fps_acc / 10; + fps_acc = 0; + fps_cnt = 0; + } + + fps_skip=CurrentFPS+1.0f; +} + +//////////////////////////////////////////////////////////////////////// + +void SetAutoFrameCap(void) +{ + if(iFrameLimit==1) + { + fFrameRateHz = fFrameRate; + if(bIsPerformanceCounter) + dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz); + else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz); + return; + } + + if(dwActFixes&128) + { + if (PSXDisplay.Interlaced) + fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f; + else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f; + } + else + { + //fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f; + + if(PSXDisplay.PAL) + { + if (STATUSREG&GPUSTATUS_INTERLACED) + fFrameRateHz=33868800.0f/677343.75f; // 50.00238 + else fFrameRateHz=33868800.0f/680595.00f; // 49.76351 + } + else + { + if (STATUSREG&GPUSTATUS_INTERLACED) + fFrameRateHz=33868800.0f/565031.25f; // 59.94146 + else fFrameRateHz=33868800.0f/566107.50f; // 59.82750 + } + + if(bIsPerformanceCounter) + dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz); + else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz); + } +} + +//////////////////////////////////////////////////////////////////////// + +void InitFrameCap(void) // inits cpu frequency info (on gpu startup) +{ + if (QueryPerformanceFrequency (&liCPUFrequency)) + bIsPerformanceCounter = TRUE; + else bIsPerformanceCounter = FALSE; +} + +//////////////////////////////////////////////////////////////////////// + +void ReInitFrameCap(void) +{ + BOOL bOldPerformanceCounter=bIsPerformanceCounter; // store curr timer mode + + if(dwActFixes&0x10000) // check game fix... high performance counters are bad on some mb chipsets + bIsPerformanceCounter=FALSE; + else + { + if (QueryPerformanceFrequency (&liCPUFrequency)) + bIsPerformanceCounter = TRUE; + else bIsPerformanceCounter = FALSE; + } + + if(bOldPerformanceCounter!=bIsPerformanceCounter) // changed? + { + bInitCap = TRUE; + SetAutoFrameCap(); + } +} + +//////////////////////////////////////////////////////////////////////// + +void SetFrameRateConfig(void) +{ + if(fFrameRateHz==0) + { + if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet) + else fFrameRateHz=fFrameRate; // else set user framerate + } + + if(bIsPerformanceCounter) + dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz); + else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz); +} + +//////////////////////////////////////////////////////////////////////// + +// LINUX --------------------------------------------- + +#else + +#define TIMEBASE 100000 + +// hehehe... using same func name as with win32 ;) wow, are we genius ;) +unsigned long timeGetTime() +{ + struct timeval tv; + gettimeofday(&tv, 0); // well, maybe there are better ways + return tv.tv_sec * 100000 + tv.tv_usec/10; // to do that in linux, but at least it works +} + +void FrameCap(void) +{ + static unsigned long curticks, lastticks, _ticks_since_last_update; + static unsigned long TicksToWait = 0; + bool Waiting = TRUE; + + { + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + + if((_ticks_since_last_update > TicksToWait) || + (curticks dwFrameRateTicks) + TicksToWait=0; + else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait); + } + else + { + while (Waiting) + { + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + if ((_ticks_since_last_update > TicksToWait) || + (curticks < lastticks)) + { + Waiting = FALSE; + lastticks = curticks; + TicksToWait = dwFrameRateTicks; + } + } + } + } +} + +//////////////////////////////////////////////////////////////////////// + +#define MAXSKIP 120 +#define MAXLACE 16 + +void FrameSkip(void) +{ + static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip + static DWORD dwLastLace=0; // helper var for frame limitation + static DWORD curticks, lastticks, _ticks_since_last_update; + + if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely + + if(iNumSkips) // we are in skipping mode? + { + dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces) + bSkipNextFrame = TRUE; // -> we skip next frame + iNumSkips--; // -> ok, one done + } + else // ok, no additional skipping has to be done... + { // we check now, if some limitation is needed, or a new skipping has to get started + DWORD dwWaitTime; + + if(bInitCap || bSkipNextFrame) // first time or we skipped before? + { + if(bUseFrameLimit && !bInitCap) // frame limit wanted and not first time called? + { + DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame + dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame + + curticks = timeGetTime(); + _ticks_since_last_update= dwT+curticks - lastticks; + + dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed + + if(_ticks_since_last_update we were too fast? + { + if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent + (60*dwFrameRateTicks)) // wrong waiting times + _ticks_since_last_update=dwWaitTime; + + while(_ticks_since_last_update loop until we have reached the real psx time + { // (that's the additional limitation, yup) + curticks = timeGetTime(); + _ticks_since_last_update = dwT+curticks - lastticks; + } + } + else // we were still too slow ?!!? + { + if(iAdditionalSkip well, somewhen we really have to stop skipping on very slow systems + { + iAdditionalSkip++; // -> inc our watchdog var + dwLaceCnt=0; // -> reset lace count + lastticks = timeGetTime(); + return; // -> done, we will skip next frame to get more speed + } + } + } + + bInitCap=FALSE; // -> ok, we have inited the frameskip func + iAdditionalSkip=0; // -> init additional skip + bSkipNextFrame=FALSE; // -> we don't skip the next frame + lastticks = timeGetTime(); + dwLaceCnt=0; // -> and we start to count the laces + dwLastLace=0; + _ticks_since_last_update=0; + return; // -> done, the next frame will get drawn + } + + bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first + + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + + dwLastLace=dwLaceCnt; // store curr count (frame limitation helper) + dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time' + + if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame... + { + if(bUseFrameLimit) // if limitation, we skip just next frame, + { // and decide after, if we need to do more + iNumSkips=0; + } + else + { + iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up + iNumSkips--; // -> since we already skip next frame, one down + if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line + } + bSkipNextFrame = TRUE; // -> signal for skipping the next frame + } + else // we were faster than real psx? fine :) + if(bUseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached + { + if(dwLaceCnt>MAXLACE) // -> security check + _ticks_since_last_update=dwWaitTime; + + while(_ticks_since_last_updatefFrameRateHz) // optical adjust ;) avoids flickering fps display + fps_cur=fFrameRateHz; + } +} + +void PCFrameCap (void) +{ + static unsigned long curticks, lastticks, _ticks_since_last_update; + static unsigned long TicksToWait = 0; + bool Waiting = TRUE; + + while (Waiting) + { + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + if ((_ticks_since_last_update > TicksToWait) || + (curticks < lastticks)) + { + Waiting = FALSE; + lastticks = curticks; + TicksToWait = (TIMEBASE / (unsigned long)fFrameRateHz); + } + } +} + +//////////////////////////////////////////////////////////////////////// + +void PCcalcfps(void) +{ + static unsigned long curticks,_ticks_since_last_update,lastticks; + static long fps_cnt = 0; + static float fps_acc = 0; + float CurrentFPS=0; + + curticks = timeGetTime(); + _ticks_since_last_update=curticks-lastticks; + if(_ticks_since_last_update) + CurrentFPS=(float)TIMEBASE/(float)_ticks_since_last_update; + else CurrentFPS = 0; + lastticks = curticks; + + fps_acc += CurrentFPS; + + if(++fps_cnt==10) + { + fps_cur = fps_acc / 10; + fps_acc = 0; + fps_cnt = 0; + } + + fps_skip=CurrentFPS+1.0f; +} + +//////////////////////////////////////////////////////////////////////// + +void SetAutoFrameCap(void) +{ + if(iFrameLimit==1) + { + fFrameRateHz = fFrameRate; + dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz); + return; + } + + if(dwActFixes&128) + { + if (PSXDisplay.Interlaced) + fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f; + else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f; + } + else + { + //fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f; + + if(PSXDisplay.PAL) + { + if (STATUSREG&GPUSTATUS_INTERLACED) + fFrameRateHz=33868800.0f/677343.75f; // 50.00238 + else fFrameRateHz=33868800.0f/680595.00f; // 49.76351 + } + else + { + if (STATUSREG&GPUSTATUS_INTERLACED) + fFrameRateHz=33868800.0f/565031.25f; // 59.94146 + else fFrameRateHz=33868800.0f/566107.50f; // 59.82750 + } + + dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz); + } +} + +//////////////////////////////////////////////////////////////////////// + +void SetFrameRateConfig(void) +{ + if(!fFrameRate) fFrameRate=200.0f; + + if(fFrameRateHz==0) + { + if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet) + else fFrameRateHz=fFrameRate; // else set user framerate + } + + dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz); + + if(iFrameLimit==2) SetAutoFrameCap(); +} + +//////////////////////////////////////////////////////////////////////// + +void InitFrameCap(void) +{ + // nothing on linux +} + +void ReInitFrameCap(void) +{ + // nothing on linux +} + +//////////////////////////////////////////////////////////////////////// + +#endif + +//////////////////////////////////////////////////////////////////////// + +//////////////////////////////////////////////////////////////////////// + +void CheckFrameRate(void) // called in updatelace (on every emulated psx vsync) +{ + if(bUseFrameSkip) + { + if(!(dwActFixes&0x100)) + { + dwLaceCnt++; // -> and store cnt of vsync between frames + if(dwLaceCnt>=MAXLACE && bUseFrameLimit) + { + if(dwLaceCnt==MAXLACE) bInitCap=TRUE; + FrameCap(); + } + } + else if(bUseFrameLimit) FrameCap(); + calcfps(); // -> calc fps display in skipping mode + } + else // -> non-skipping mode: + { + if(bUseFrameLimit) FrameCap(); + calcfps(); + } +} + +//////////////////////////////////////////////////////////////////////// + +void CALLBACK GPUsetframelimit(unsigned long option) // new EPSXE interface func: main emu can enable/disable fps limitation this way +{ + bInitCap = TRUE; + + if(option==1) // emu says: limit + { + bUseFrameLimit=TRUE;bUseFrameSkip=FALSE;iFrameLimit=2; + SetAutoFrameCap(); + } + else // emu says: no limit + { + bUseFrameLimit=FALSE; + } +} + +////////////////////////////////////////////////////////////////////////