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1 files changed, 571 insertions, 0 deletions
diff --git a/win32/plugins/dfxvideo/winsrc/fps.c b/win32/plugins/dfxvideo/winsrc/fps.c
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+/***************************************************************************
+ fps.c - description
+ -------------------
+ begin : Sun Oct 28 2001
+ copyright : (C) 2001 by Pete Bernert
+ email : BlackDove@addcom.de
+ ***************************************************************************/
+
+/***************************************************************************
+ * *
+ * 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. *
+ * *
+ ***************************************************************************/
+
+#define _IN_FPS
+
+#include "externals.h"
+#include "fps.h"
+#include "gpu.h"
+
+////////////////////////////////////////////////////////////////////////
+// FPS stuff
+////////////////////////////////////////////////////////////////////////
+
+LARGE_INTEGER CPUFrequency, PerformanceCounter;
+
+float fFrameRateHz=0;
+DWORD dwFrameRateTicks=16;
+float fFrameRate;
+int iFrameLimit;
+int UseFrameLimit=0;
+int UseFrameSkip=0;
+
+////////////////////////////////////////////////////////////////////////
+// FPS skipping / limit
+////////////////////////////////////////////////////////////////////////
+
+BOOL bInitCap = TRUE;
+float fps_skip = 0;
+float fps_cur = 0;
+
+////////////////////////////////////////////////////////////////////////
+
+#define MAXLACE 16
+
+void CheckFrameRate(void)
+{
+ if(UseFrameSkip) // skipping mode?
+ {
+ if(!(dwActFixes&0x80)) // not old skipping mode?
+ {
+ dwLaceCnt++; // -> store cnt of vsync between frames
+ if(dwLaceCnt>=MAXLACE && UseFrameLimit) // -> if there are many laces without screen toggling,
+ { // do std frame limitation
+ if(dwLaceCnt==MAXLACE) bInitCap=TRUE;
+ FrameCap();
+ }
+ }
+ else if(UseFrameLimit) FrameCap();
+ calcfps(); // -> calc fps display in skipping mode
+ }
+ else // non-skipping mode:
+ {
+ if(UseFrameLimit) FrameCap(); // -> do it
+ if(ulKeybits&KEY_SHOWFPS) calcfps(); // -> and calc fps display
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// WIN VERSION
+////////////////////////////////////////////////////////////////////////
+
+BOOL IsPerformanceCounter = FALSE;
+
+void FrameCap (void) // frame limit func
+{
+ 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;
+
+//---------------------------------------------------------
+ if(bInitCap)
+ {
+ bInitCap=FALSE;
+ if (IsPerformanceCounter)
+ QueryPerformanceCounter(&LastTime);
+ lastticks = timeGetTime();
+ TicksToWait=0;
+ return;
+ }
+//---------------------------------------------------------
+
+ if (IsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+
+ //---------------------------------------------------------
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(CPUFrequency.LowPart>>1))
+ {
+ if(curticks < lastticks)
+ _ticks_since_last_update = dwFrameRateTicks+TicksToWait+1;
+ else _ticks_since_last_update = (CPUFrequency.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;
+
+ //---------------------------------------------------------
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(CPUFrequency.LowPart>>1))
+ {
+ if(curticks < lastticks)
+ _ticks_since_last_update = TicksToWait+1;
+ else _ticks_since_last_update = (CPUFrequency.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
+
+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 pure skipping mode?
+ {
+ dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)
+ bSkipNextFrame = TRUE; // -> we skip next frame as well
+ 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(UseFrameLimit && !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 (IsPerformanceCounter) // -> 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<dwWaitTime) // -> 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<dwWaitTime) // -> loop until we have reached the real psx time
+ { // (that's the additional limitation, yup)
+ if (IsPerformanceCounter)
+ {
+ 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<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems
+ {
+ iAdditionalSkip++; // -> inc our watchdog var
+ dwLaceCnt=0; // -> reset lace count
+ if (IsPerformanceCounter) // -> ok, start time of the next frame
+ QueryPerformanceCounter(&LastTime);
+ lastticks = timeGetTime();
+ return; // -> done, we will skip next frame to get more speed (SkipNextFrame still TRUE)
+ }
+ }
+ }
+
+ bInitCap=FALSE; // -> ok, we have inited the frameskip func
+ iAdditionalSkip=0; // -> init additional skip
+ bSkipNextFrame=FALSE; // -> we don't skip the next frame
+ if (IsPerformanceCounter) // -> 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 (IsPerformanceCounter) // 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(UseFrameLimit) // 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(UseFrameLimit) // 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<dwWaitTime) // just do a waiting loop...
+ {
+ if (IsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+ }
+ else
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ }
+ }
+ }
+
+ if (IsPerformanceCounter) // ok, start time of the next frame
+ QueryPerformanceCounter(&LastTime);
+ lastticks = timeGetTime();
+ }
+
+ dwLaceCnt=0; // init lace counter
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void calcfps(void) // fps calculations
+{
+ static DWORD curticks,_ticks_since_last_update,lastticks;
+ static long fps_cnt = 0;
+ static DWORD fps_tck = 1;
+ static LARGE_INTEGER CurrentTime;
+ static LARGE_INTEGER LastTime;
+ static long fpsskip_cnt = 0;
+ static DWORD fpsskip_tck = 1;
+
+ if(IsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;
+
+ //--------------------------------------------------//
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(CPUFrequency.LowPart>>1))
+ _ticks_since_last_update = (CPUFrequency.LowPart * (curticks - lastticks))/1000;
+ lastticks=curticks;
+ //--------------------------------------------------//
+
+ if(UseFrameSkip && !UseFrameLimit && _ticks_since_last_update)
+ fps_skip=min(fps_skip,(((float)CPUFrequency.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(UseFrameSkip && !UseFrameLimit && _ticks_since_last_update)
+ fps_skip=min(fps_skip,((float)1000/(float)_ticks_since_last_update+1.0f));
+
+ lastticks = curticks;
+ }
+
+ if(UseFrameSkip && UseFrameLimit)
+ {
+ fpsskip_tck += _ticks_since_last_update;
+
+ if(++fpsskip_cnt==2)
+ {
+ if(IsPerformanceCounter)
+ fps_skip = ((float)CPUFrequency.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(IsPerformanceCounter)
+ fps_cur = ((float)CPUFrequency.LowPart) / ((float)fps_tck) *10.0f;
+ else
+ fps_cur = (float)10000/(float)fps_tck;
+
+ fps_cnt = 0;
+ fps_tck = 1;
+
+ if(UseFrameLimit && 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 (IsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+
+ //------------------------------------------------//
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(CPUFrequency.LowPart>>1))
+ {
+ if(curticks < lastticks)
+ _ticks_since_last_update = TicksToWait+1;
+ else _ticks_since_last_update = (CPUFrequency.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 = (unsigned long)(CPUFrequency.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(IsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;
+
+ //--------------------------------------------------//
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(CPUFrequency.LowPart>>1))
+ _ticks_since_last_update = (CPUFrequency.LowPart * (curticks - lastticks))/1000;
+ lastticks=curticks;
+ //--------------------------------------------------//
+
+ if(_ticks_since_last_update)
+ {
+ CurrentFPS = ((float)CPUFrequency.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(IsPerformanceCounter)
+ dwFrameRateTicks=(DWORD)(CPUFrequency.LowPart / fFrameRateHz);
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);
+ return;
+ }
+
+ if(dwActFixes&32)
+ {
+ 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(IsPerformanceCounter)
+ dwFrameRateTicks=(DWORD)(CPUFrequency.LowPart / fFrameRateHz);
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void SetFPSHandler(void)
+{
+ if (QueryPerformanceFrequency (&CPUFrequency)) // timer mode
+ IsPerformanceCounter = TRUE;
+ else IsPerformanceCounter = FALSE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void InitFPS(void)
+{
+ bInitCap = TRUE;
+
+ if(fFrameRateHz==0) fFrameRateHz=fFrameRate; // set user framerate
+
+ if(IsPerformanceCounter)
+ dwFrameRateTicks=(DWORD)(CPUFrequency.LowPart / fFrameRateHz);
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);
+}
+
+////////////////////////////////////////////////////////////////////////