/*************************************************************************** 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 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 (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 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(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); } ////////////////////////////////////////////////////////////////////////