426 lines
14 KiB
C
Executable File
426 lines
14 KiB
C
Executable File
/***************************************************************************
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fps.c - description
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-------------------
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begin : Sun Mar 08 2009
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copyright : (C) 1999-2009 by Pete Bernert
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web : www.pbernert.com
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***************************************************************************/
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/***************************************************************************
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. See also the license.txt file for *
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* additional informations. *
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* *
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***************************************************************************/
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//*************************************************************************//
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// History of changes:
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//
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// 2009/03/08 - Pete
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// - generic cleanup for the Peops release
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//
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//*************************************************************************//
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#include "stdafx.h"
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#define _IN_FPS
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#include "externals.h"
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////////////////////////////////////////////////////////////////////////
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// FPS stuff
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////////////////////////////////////////////////////////////////////////
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BOOL bIsPerformanceCounter=FALSE;
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float fFrameRateHz=0;
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float speed=1;
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DWORD dwFrameRateTicks=16;
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float fFrameRate;
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int iFrameLimit;
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BOOL bUseFrameLimit=FALSE;
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BOOL bUseFrameSkip=0;
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DWORD dwLaceCnt=0;
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////////////////////////////////////////////////////////////////////////
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// FPS skipping / limit
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////////////////////////////////////////////////////////////////////////
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BOOL bInitCap = TRUE;
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float fps_skip = 0;
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float fps_cur = 0;
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#define TIMEBASE 100000
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unsigned long timeGetTime()
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{
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struct timeval tv;
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gettimeofday(&tv, 0); // well, maybe there are better ways
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return tv.tv_sec * 100000 + tv.tv_usec/10; // to do that in linux, but at least it works
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}
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void FrameCap(void)
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{
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static unsigned long curticks, lastticks, _ticks_since_last_update;
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static unsigned long TicksToWait = 0;
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double remTime;
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bool Waiting = TRUE;
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DWORD frTicks=(DWORD)(dwFrameRateTicks / speed);
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{
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curticks = timeGetTime();
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_ticks_since_last_update = curticks - lastticks;
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if((_ticks_since_last_update > TicksToWait) ||
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(curticks <lastticks))
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{
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lastticks = curticks;
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if((_ticks_since_last_update-TicksToWait) > frTicks)
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TicksToWait=0;
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else TicksToWait=frTicks-(_ticks_since_last_update-TicksToWait);
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}
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else
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{
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while (Waiting)
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{
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curticks = timeGetTime();
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_ticks_since_last_update = curticks - lastticks;
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remTime = (TicksToWait - _ticks_since_last_update) * 1e6 / TIMEBASE;
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if ((_ticks_since_last_update > TicksToWait) ||
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(curticks < lastticks))
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{
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Waiting = FALSE;
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lastticks = curticks;
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TicksToWait = frTicks;
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}
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else if (remTime > 2)
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{
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usleep(remTime - 2);
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}
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}
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}
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}
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}
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#define MAXSKIP 120
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#define MAXLACE 16
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void FrameSkip(void)
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{
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static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip
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static DWORD dwLastLace=0; // helper var for frame limitation
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static DWORD curticks, lastticks, _ticks_since_last_update;
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DWORD frTicks=(DWORD)(dwFrameRateTicks / speed);
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double remTime;
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DWORD maxSkipTicks = 0;
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if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely
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if (speed > 1) {
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maxSkipTicks = 1/30. * TIMEBASE;
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}
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if(iNumSkips) // we are in skipping mode?
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{
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dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)
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bSkipNextFrame = TRUE; // -> we skip next frame
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iNumSkips--; // -> ok, one done
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}
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else // ok, no additional skipping has to be done...
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{ // we check now, if some limitation is needed, or a new skipping has to get started
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DWORD dwWaitTime;
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if(bInitCap || bSkipNextFrame) // first time or we skipped before?
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{
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if(bUseFrameLimit && !bInitCap) // frame limit wanted and not first time called?
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{
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DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame
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dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame
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curticks = timeGetTime();
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_ticks_since_last_update= dwT+curticks - lastticks;
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dwWaitTime=dwLastLace*frTicks; // -> and now we calc the time the real psx would have needed
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if(_ticks_since_last_update<dwWaitTime) // -> we were too fast?
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{
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if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent
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(60*frTicks)) // wrong waiting times
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_ticks_since_last_update=dwWaitTime;
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while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time
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{ // (that's the additional limitation, yup)
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remTime = (dwWaitTime - _ticks_since_last_update) * 1e6 / TIMEBASE;
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if (remTime > 2) {
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usleep(remTime - 2);
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}
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curticks = timeGetTime();
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_ticks_since_last_update = dwT+curticks - lastticks;
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}
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}
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else // we were still too slow ?!!?
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{
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if(iAdditionalSkip<MAXSKIP &&
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_ticks_since_last_update<maxSkipTicks) // -> well, somewhen we really have to stop skipping on very slow systems
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{
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iAdditionalSkip++; // -> inc our watchdog var
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dwLaceCnt=0; // -> reset lace count
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lastticks = timeGetTime();
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return; // -> done, we will skip next frame to get more speed
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}
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}
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}
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bInitCap=FALSE; // -> ok, we have inited the frameskip func
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iAdditionalSkip=0; // -> init additional skip
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bSkipNextFrame=FALSE; // -> we don't skip the next frame
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lastticks = timeGetTime();
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dwLaceCnt=0; // -> and we start to count the laces
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dwLastLace=0;
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_ticks_since_last_update=0;
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return; // -> done, the next frame will get drawn
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}
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bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first
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curticks = timeGetTime();
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_ticks_since_last_update = curticks - lastticks;
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dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)
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dwWaitTime=dwLaceCnt*frTicks; // calc the 'real psx lace time'
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if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame...
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{
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if(bUseFrameLimit) // if limitation, we skip just next frame,
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{ // and decide after, if we need to do more
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iNumSkips=0;
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}
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else
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{
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iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up
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iNumSkips--; // -> since we already skip next frame, one down
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if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line
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}
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bSkipNextFrame = TRUE; // -> signal for skipping the next frame
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}
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else // we were faster than real psx? fine :)
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if(bUseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached
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{
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if(dwLaceCnt>MAXLACE) // -> security check
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_ticks_since_last_update=dwWaitTime;
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while(_ticks_since_last_update<dwWaitTime) // just do a waiting loop...
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{
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remTime = (dwWaitTime - _ticks_since_last_update) * 1e6 / TIMEBASE;
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if (remTime > 2) {
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usleep(remTime - 2);
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}
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curticks = timeGetTime();
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_ticks_since_last_update = curticks - lastticks;
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}
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}
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lastticks = timeGetTime();
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}
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dwLaceCnt=0; // init lace counter
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}
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void calcfps(void)
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{
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static unsigned long curticks,_ticks_since_last_update,lastticks;
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static long fps_cnt = 0;
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static unsigned long fps_tck = 1;
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static long fpsskip_cnt = 0;
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static unsigned long fpsskip_tck = 1;
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{
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curticks = timeGetTime();
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_ticks_since_last_update=curticks-lastticks;
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if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update)
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fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f));
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lastticks = curticks;
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}
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if(bUseFrameSkip && bUseFrameLimit)
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{
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fpsskip_tck += _ticks_since_last_update;
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if(++fpsskip_cnt==2)
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{
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fps_skip = (float)2000/(float)fpsskip_tck;
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fps_skip +=6.0f;
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fpsskip_cnt = 0;
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fpsskip_tck = 1;
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}
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}
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fps_tck += _ticks_since_last_update;
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if(++fps_cnt==10)
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{
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fps_cur = (float)(TIMEBASE*10)/(float)fps_tck;
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fps_cnt = 0;
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fps_tck = 1;
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if(bUseFrameLimit && fps_cur>fFrameRateHz * speed) // optical adjust ;) avoids flickering fps display
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fps_cur=fFrameRateHz * speed;
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}
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}
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void PCFrameCap (void)
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{
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static unsigned long curticks, lastticks, _ticks_since_last_update;
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static unsigned long TicksToWait = 0;
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bool Waiting = TRUE;
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while (Waiting)
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{
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curticks = timeGetTime();
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_ticks_since_last_update = curticks - lastticks;
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if ((_ticks_since_last_update > TicksToWait) ||
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(curticks < lastticks))
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{
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Waiting = FALSE;
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lastticks = curticks;
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TicksToWait = (TIMEBASE / (unsigned long)(fFrameRateHz * speed));
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}
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}
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}
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void PCcalcfps(void)
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{
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static unsigned long curticks,_ticks_since_last_update,lastticks;
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static long fps_cnt = 0;
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static float fps_acc = 0;
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float CurrentFPS=0;
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curticks = timeGetTime();
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_ticks_since_last_update=curticks-lastticks;
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if(_ticks_since_last_update)
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CurrentFPS=(float)TIMEBASE/(float)_ticks_since_last_update;
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else CurrentFPS = 0;
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lastticks = curticks;
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fps_acc += CurrentFPS;
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if(++fps_cnt==10)
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{
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fps_cur = fps_acc / 10;
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fps_acc = 0;
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fps_cnt = 0;
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}
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fps_skip=CurrentFPS+1.0f;
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}
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void SetAutoFrameCap(void)
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{
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if(iFrameLimit==1)
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{
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fFrameRateHz = fFrameRate;
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dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);
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return;
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}
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if(dwActFixes&128)
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{
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if (PSXDisplay.Interlaced)
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fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;
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else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;
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}
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else
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{
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//fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;
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if(PSXDisplay.PAL)
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{
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if (STATUSREG&GPUSTATUS_INTERLACED)
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fFrameRateHz=33868800.0f/677343.75f; // 50.00238
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else fFrameRateHz=33868800.0f/680595.00f; // 49.76351
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}
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else
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{
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if (STATUSREG&GPUSTATUS_INTERLACED)
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fFrameRateHz=33868800.0f/565031.25f; // 59.94146
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else fFrameRateHz=33868800.0f/566107.50f; // 59.82750
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}
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dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);
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}
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}
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void SetFrameRateConfig(void)
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{
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if(!fFrameRate) fFrameRate=200.0f;
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if(fFrameRateHz==0)
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{
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if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet)
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else fFrameRateHz=fFrameRate; // else set user framerate
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}
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dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);
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if(iFrameLimit==2) SetAutoFrameCap();
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}
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void InitFrameCap(void)
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{
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}
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void ReInitFrameCap(void)
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{
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}
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void CheckFrameRate(void) // called in updatelace (on every emulated psx vsync)
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{
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if(bUseFrameSkip)
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{
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if(!(dwActFixes&0x100))
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{
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dwLaceCnt++; // -> and store cnt of vsync between frames
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if(dwLaceCnt>=MAXLACE && bUseFrameLimit)
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{
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if(dwLaceCnt==MAXLACE) bInitCap=TRUE;
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FrameCap();
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}
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}
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else if(bUseFrameLimit) FrameCap();
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calcfps(); // -> calc fps display in skipping mode
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}
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else // -> non-skipping mode:
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{
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if(bUseFrameLimit) FrameCap();
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if(ulKeybits&KEY_SHOWFPS) calcfps();
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}
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}
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void CALLBACK GPUsetSpeed(float newSpeed) {
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if (newSpeed > 0 && newSpeed <= 1000) {
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speed = newSpeed;
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}
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}
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void CALLBACK GPUsetframelimit(unsigned long option) // new EPSXE interface func: main emu can enable/disable fps limitation this way
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{
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bInitCap = TRUE;
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if(option==1) // emu says: limit
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{
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bUseFrameLimit=TRUE;bUseFrameSkip=FALSE;iFrameLimit=2;
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SetAutoFrameCap();
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}
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else // emu says: no limit
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{
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bUseFrameLimit=FALSE;
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}
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}
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