rm plugins that we won't use
[pcsx_rearmed.git] / plugins / peopsxgl / fps.c
diff --git a/plugins/peopsxgl/fps.c b/plugins/peopsxgl/fps.c
deleted file mode 100644 (file)
index dc89600..0000000
+++ /dev/null
@@ -1,396 +0,0 @@
-/***************************************************************************\r
-                          fps.c  -  description\r
-                             -------------------\r
-    begin                : Sun Mar 08 2009\r
-    copyright            : (C) 1999-2009 by Pete Bernert\r
-    web                  : www.pbernert.com   \r
- ***************************************************************************/\r
-\r
-/***************************************************************************\r
- *                                                                         *\r
- *   This program is free software; you can redistribute it and/or modify  *\r
- *   it under the terms of the GNU General Public License as published by  *\r
- *   the Free Software Foundation; either version 2 of the License, or     *\r
- *   (at your option) any later version. See also the license.txt file for *\r
- *   additional informations.                                              *\r
- *                                                                         *\r
- ***************************************************************************/\r
-\r
-//*************************************************************************// \r
-// History of changes:\r
-//\r
-// 2009/03/08 - Pete  \r
-// - generic cleanup for the Peops release\r
-//\r
-//*************************************************************************// \r
-\r
-#include "stdafx.h"\r
-\r
-#define _IN_FPS\r
-\r
-#include "externals.h"\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// FPS stuff\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-BOOL           bIsPerformanceCounter=FALSE;\r
-float          fFrameRateHz=0;\r
-DWORD          dwFrameRateTicks=16;\r
-float          fFrameRate;\r
-int            iFrameLimit;\r
-BOOL           bUseFrameLimit=FALSE;\r
-BOOL           bUseFrameSkip=0;\r
-DWORD          dwLaceCnt=0;\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// FPS skipping / limit\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-BOOL         bInitCap = TRUE; \r
-float        fps_skip = 0;\r
-float        fps_cur  = 0;\r
-\r
-#define TIMEBASE 100000\r
-\r
-unsigned long timeGetTime()\r
-{\r
- struct timeval tv;\r
- gettimeofday(&tv, 0);                                // well, maybe there are better ways\r
- return tv.tv_sec * 100000 + tv.tv_usec/10;           // to do that in linux, but at least it works\r
-}\r
-\r
-void FrameCap(void)\r
-{\r
- static unsigned long curticks, lastticks, _ticks_since_last_update;\r
- static unsigned long TicksToWait = 0;\r
- bool Waiting = TRUE;\r
-\r
-  {\r
-   curticks = timeGetTime();\r
-   _ticks_since_last_update = curticks - lastticks;\r
-\r
-    if((_ticks_since_last_update > TicksToWait) ||\r
-       (curticks <lastticks))\r
-    {\r
-     lastticks = curticks;\r
-\r
-     if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)\r
-          TicksToWait=0;\r
-     else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);\r
-    }\r
-   else\r
-    {\r
-     while (Waiting) \r
-      {\r
-       curticks = timeGetTime(); \r
-       _ticks_since_last_update = curticks - lastticks; \r
-       if ((_ticks_since_last_update > TicksToWait) ||\r
-           (curticks < lastticks)) \r
-        { \r
-         Waiting = FALSE;\r
-         lastticks = curticks;\r
-         TicksToWait = dwFrameRateTicks; \r
-        } \r
-      } \r
-    } \r
-  } \r
-} \r
-\r
-#define MAXSKIP 120\r
-#define MAXLACE 16\r
-\r
-void FrameSkip(void)\r
-{\r
- static int   iNumSkips=0,iAdditionalSkip=0;           // number of additional frames to skip\r
- static DWORD dwLastLace=0;                            // helper var for frame limitation\r
- static DWORD curticks, lastticks, _ticks_since_last_update;\r
-\r
- if(!dwLaceCnt) return;                                // important: if no updatelace happened, we ignore it completely\r
-\r
- if(iNumSkips)                                         // we are in skipping mode?\r
-  {\r
-   dwLastLace+=dwLaceCnt;                              // -> calc frame limit helper (number of laces)\r
-   bSkipNextFrame = TRUE;                              // -> we skip next frame\r
-   iNumSkips--;                                        // -> ok, one done\r
-  }\r
- else                                                  // ok, no additional skipping has to be done... \r
-  {                                                    // we check now, if some limitation is needed, or a new skipping has to get started\r
-   DWORD dwWaitTime;\r
-\r
-   if(bInitCap || bSkipNextFrame)                      // first time or we skipped before?\r
-    {\r
-     if(bUseFrameLimit && !bInitCap)                   // frame limit wanted and not first time called?\r
-      {\r
-       DWORD dwT=_ticks_since_last_update;             // -> that's the time of the last drawn frame\r
-       dwLastLace+=dwLaceCnt;                          // -> and that's the number of updatelace since the start of the last drawn frame\r
-\r
-       curticks = timeGetTime();\r
-       _ticks_since_last_update= dwT+curticks - lastticks;\r
-\r
-       dwWaitTime=dwLastLace*dwFrameRateTicks;         // -> and now we calc the time the real psx would have needed\r
-\r
-       if(_ticks_since_last_update<dwWaitTime)         // -> we were too fast?\r
-        {                                    \r
-         if((dwWaitTime-_ticks_since_last_update)>     // -> some more security, to prevent\r
-            (60*dwFrameRateTicks))                     //    wrong waiting times\r
-          _ticks_since_last_update=dwWaitTime;\r
-\r
-         while(_ticks_since_last_update<dwWaitTime)    // -> loop until we have reached the real psx time\r
-          {                                            //    (that's the additional limitation, yup)\r
-           curticks = timeGetTime();\r
-           _ticks_since_last_update = dwT+curticks - lastticks;\r
-          }\r
-        }\r
-       else                                            // we were still too slow ?!!?\r
-        {\r
-         if(iAdditionalSkip<MAXSKIP)                   // -> well, somewhen we really have to stop skipping on very slow systems\r
-          {\r
-           iAdditionalSkip++;                          // -> inc our watchdog var\r
-           dwLaceCnt=0;                                // -> reset lace count\r
-           lastticks = timeGetTime();\r
-           return;                                     // -> done, we will skip next frame to get more speed\r
-          }\r
-        }\r
-      }\r
-\r
-     bInitCap=FALSE;                                   // -> ok, we have inited the frameskip func\r
-     iAdditionalSkip=0;                                // -> init additional skip\r
-     bSkipNextFrame=FALSE;                             // -> we don't skip the next frame\r
-     lastticks = timeGetTime();\r
-     dwLaceCnt=0;                                      // -> and we start to count the laces \r
-     dwLastLace=0;      \r
-     _ticks_since_last_update=0;\r
-     return;                                           // -> done, the next frame will get drawn\r
-    }\r
-\r
-   bSkipNextFrame=FALSE;                               // init the frame skip signal to 'no skipping' first\r
-\r
-   curticks = timeGetTime();\r
-   _ticks_since_last_update = curticks - lastticks;\r
-\r
-   dwLastLace=dwLaceCnt;                               // store curr count (frame limitation helper)\r
-   dwWaitTime=dwLaceCnt*dwFrameRateTicks;              // calc the 'real psx lace time'\r
-\r
-   if(_ticks_since_last_update>dwWaitTime)             // hey, we needed way too long for that frame...\r
-    {\r
-     if(bUseFrameLimit)                                // if limitation, we skip just next frame,\r
-      {                                                // and decide after, if we need to do more\r
-       iNumSkips=0;\r
-      }\r
-     else\r
-      {\r
-       iNumSkips=_ticks_since_last_update/dwWaitTime;  // -> calc number of frames to skip to catch up\r
-       iNumSkips--;                                    // -> since we already skip next frame, one down\r
-       if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP;        // -> well, somewhere we have to draw a line\r
-      }\r
-     bSkipNextFrame = TRUE;                            // -> signal for skipping the next frame\r
-    }\r
-   else                                                // we were faster than real psx? fine :)\r
-   if(bUseFrameLimit)                                  // frame limit used? so we wait til the 'real psx time' has been reached\r
-    {\r
-     if(dwLaceCnt>MAXLACE)                             // -> security check\r
-      _ticks_since_last_update=dwWaitTime;\r
-\r
-     while(_ticks_since_last_update<dwWaitTime)        // just do a waiting loop...\r
-      {\r
-       curticks = timeGetTime();\r
-       _ticks_since_last_update = curticks - lastticks;\r
-      }\r
-    }\r
-\r
-   lastticks = timeGetTime();\r
-  }\r
-\r
- dwLaceCnt=0;                                          // init lace counter\r
-}\r
-\r
-void calcfps(void) \r
-{ \r
- static unsigned long curticks,_ticks_since_last_update,lastticks; \r
- static long   fps_cnt = 0;\r
- static unsigned long  fps_tck = 1; \r
- static long           fpsskip_cnt = 0;\r
- static unsigned long  fpsskip_tck = 1;\r
\r
-  { \r
-   curticks = timeGetTime(); \r
-   _ticks_since_last_update=curticks-lastticks; \r
\r
-   if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update) \r
-    fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f));\r
\r
-   lastticks = curticks; \r
-  } \r
\r
- if(bUseFrameSkip && bUseFrameLimit)\r
-  {\r
-   fpsskip_tck += _ticks_since_last_update;\r
-\r
-   if(++fpsskip_cnt==2)\r
-    {\r
-     fps_skip = (float)2000/(float)fpsskip_tck;\r
-\r
-     fps_skip +=6.0f;\r
-\r
-     fpsskip_cnt = 0;\r
-     fpsskip_tck = 1;\r
-    }\r
-  }\r
-\r
- fps_tck += _ticks_since_last_update; \r
\r
- if(++fps_cnt==10) \r
-  { \r
-   fps_cur = (float)(TIMEBASE*10)/(float)fps_tck; \r
-\r
-   fps_cnt = 0; \r
-   fps_tck = 1; \r
\r
-   if(bUseFrameLimit && fps_cur>fFrameRateHz)            // optical adjust ;) avoids flickering fps display \r
-    fps_cur=fFrameRateHz; \r
-  } \r
-} \r
-\r
-void PCFrameCap (void) \r
-{\r
- static unsigned long curticks, lastticks, _ticks_since_last_update;\r
- static unsigned long TicksToWait = 0;\r
- bool Waiting = TRUE; \r
\r
- while (Waiting) \r
-  {\r
-   curticks = timeGetTime(); \r
-   _ticks_since_last_update = curticks - lastticks; \r
-   if ((_ticks_since_last_update > TicksToWait) ||  \r
-       (curticks < lastticks)) \r
-    { \r
-     Waiting = FALSE; \r
-     lastticks = curticks; \r
-     TicksToWait = (TIMEBASE / (unsigned long)fFrameRateHz); \r
-    } \r
-  } \r
-} \r
-\r
-void PCcalcfps(void) \r
-{ \r
- static unsigned long curticks,_ticks_since_last_update,lastticks; \r
- static long  fps_cnt = 0; \r
- static float fps_acc = 0;\r
- float CurrentFPS=0;     \r
-  \r
- curticks = timeGetTime(); \r
- _ticks_since_last_update=curticks-lastticks;\r
- if(_ticks_since_last_update) \r
-      CurrentFPS=(float)TIMEBASE/(float)_ticks_since_last_update;\r
- else CurrentFPS = 0;\r
- lastticks = curticks; \r
\r
- fps_acc += CurrentFPS;\r
-\r
- if(++fps_cnt==10)\r
-  {\r
-   fps_cur = fps_acc / 10;\r
-   fps_acc = 0;\r
-   fps_cnt = 0;\r
-  }\r
-\r
- fps_skip=CurrentFPS+1.0f;\r
-}\r
-\r
-void SetAutoFrameCap(void)\r
-{\r
- if(iFrameLimit==1)\r
-  {\r
-   fFrameRateHz = fFrameRate;\r
-   dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r
-   return;\r
-  }\r
-\r
- if(dwActFixes&128)\r
-  {\r
-   if (PSXDisplay.Interlaced)\r
-        fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;\r
-   else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;\r
-  }\r
- else\r
-  {\r
-   //fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;\r
-\r
-   if(PSXDisplay.PAL)\r
-    {\r
-     if (STATUSREG&GPUSTATUS_INTERLACED)\r
-           fFrameRateHz=33868800.0f/677343.75f;        // 50.00238\r
-      else fFrameRateHz=33868800.0f/680595.00f;        // 49.76351\r
-    }                                                     \r
-   else\r
-    {\r
-     if (STATUSREG&GPUSTATUS_INTERLACED)\r
-           fFrameRateHz=33868800.0f/565031.25f;        // 59.94146\r
-      else fFrameRateHz=33868800.0f/566107.50f;        // 59.82750\r
-    }\r
-\r
-   dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r
-  }\r
-}\r
-\r
-void SetFrameRateConfig(void)\r
-{\r
- if(!fFrameRate) fFrameRate=200.0f;\r
-\r
- if(fFrameRateHz==0) \r
-  {                                                    \r
-   if(iFrameLimit==2) fFrameRateHz=59.94f;             // auto framerate? set some init val (no pal/ntsc known yet)\r
-   else               fFrameRateHz=fFrameRate;         // else set user framerate\r
-  }\r
-\r
- dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);\r
-\r
- if(iFrameLimit==2) SetAutoFrameCap();\r
-}\r
-\r
-void InitFrameCap(void)\r
-{\r
-}\r
-\r
-void ReInitFrameCap(void)\r
-{\r
-}\r
-\r
-void CheckFrameRate(void)                              // called in updatelace (on every emulated psx vsync)\r
-{\r
- if(bUseFrameSkip) \r
-  {\r
-   if(!(dwActFixes&0x100))\r
-    {\r
-     dwLaceCnt++;                                      // -> and store cnt of vsync between frames\r
-     if(dwLaceCnt>=MAXLACE && bUseFrameLimit) \r
-      {\r
-       if(dwLaceCnt==MAXLACE) bInitCap=TRUE;\r
-       FrameCap();\r
-      }\r
-    }\r
-   else if(bUseFrameLimit) FrameCap();\r
-   calcfps();                                          // -> calc fps display in skipping mode\r
-  }                                                  \r
- else                                                  // -> non-skipping mode:\r
-  {\r
-   if(bUseFrameLimit) FrameCap();\r
-   if(ulKeybits&KEY_SHOWFPS) calcfps();  \r
-  }\r
-}\r
-\r
-void CALLBACK GPUsetframelimit(unsigned long option)   // new EPSXE interface func: main emu can enable/disable fps limitation this way\r
-{\r
- bInitCap = TRUE;\r
-\r
- if(option==1)                                         // emu says: limit\r
-  {\r
-   bUseFrameLimit=TRUE;bUseFrameSkip=FALSE;iFrameLimit=2;\r
-   SetAutoFrameCap();\r
-  }\r
- else                                                  // emu says: no limit\r
-  {\r
-   bUseFrameLimit=FALSE;\r
-  }\r
-}\r