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author | PCSX* teams | 2010-11-16 14:15:22 +0200 |
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committer | Grazvydas Ignotas | 2010-11-16 14:15:22 +0200 |
commit | ef79bbde537d6b9c745a7d86cb9df1d04c35590d (patch) | |
tree | ef8d2520dbb9e1e345b41b12c9959f300ca8fd10 /plugins/dfxvideo/fps.c | |
download | pcsx_rearmed-ef79bbde537d6b9c745a7d86cb9df1d04c35590d.tar.gz pcsx_rearmed-ef79bbde537d6b9c745a7d86cb9df1d04c35590d.tar.bz2 pcsx_rearmed-ef79bbde537d6b9c745a7d86cb9df1d04c35590d.zip |
pcsxr-1.9.92
Diffstat (limited to 'plugins/dfxvideo/fps.c')
-rw-r--r-- | plugins/dfxvideo/fps.c | 357 |
1 files changed, 357 insertions, 0 deletions
diff --git a/plugins/dfxvideo/fps.c b/plugins/dfxvideo/fps.c new file mode 100644 index 0000000..2edcd30 --- /dev/null +++ b/plugins/dfxvideo/fps.c @@ -0,0 +1,357 @@ +/*************************************************************************** + 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 <unistd.h> + +#include "externals.h" +#include "fps.h" +#include "gpu.h" + +// FPS stuff +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 + } +} + +#define TIMEBASE 100000 + +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, but at least it works +} + +void FrameCap (void) +{ + static unsigned long curticks, lastticks, _ticks_since_last_update; + static unsigned int TicksToWait = 0; + int overslept=0, tickstogo=0; + BOOL Waiting = TRUE; + + { + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + + if((_ticks_since_last_update > TicksToWait) || + (curticks <lastticks)) + { + lastticks = curticks; + overslept = _ticks_since_last_update - TicksToWait; + if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks) + TicksToWait=0; + else + TicksToWait=dwFrameRateTicks - overslept; + } + else + { + while (Waiting) + { + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + tickstogo = TicksToWait - _ticks_since_last_update; + if ((_ticks_since_last_update > TicksToWait) || + (curticks < lastticks) || tickstogo < overslept) + { + Waiting = FALSE; + lastticks = curticks; + overslept = _ticks_since_last_update - TicksToWait; + TicksToWait = dwFrameRateTicks - overslept; + return; + } + if (tickstogo >= 200 && !(dwActFixes&16)) + usleep(tickstogo*10 - 200); + } + } + } +} + +#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; + int tickstogo=0; + static int overslept=0; + + 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(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 + + curticks = timeGetTime(); // -> now we calc the time of the last drawn frame + the time we spent skipping + _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) + 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 + 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(); // -> we store the start time of the next frame + 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(); // get the current time (we are now at the end of one drawn frame) + _ticks_since_last_update = curticks - lastticks; + + dwLastLace=dwLaceCnt; // store curr count (frame limitation helper) + dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time' + if (dwWaitTime >= overslept) + dwWaitTime-=overslept; + + 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... + { + curticks = timeGetTime(); + _ticks_since_last_update = curticks - lastticks; + + tickstogo = dwWaitTime - _ticks_since_last_update; + if (tickstogo-overslept >= 200 && !(dwActFixes&16)) + usleep(tickstogo*10 - 200); + } + } + overslept = _ticks_since_last_update - dwWaitTime; + if (overslept < 0) + overslept = 0; + lastticks = timeGetTime(); // ok, start time of the next frame + } + + dwLaceCnt=0; // init lace counter +} + +void calcfps(void) +{ + static unsigned long curticks,_ticks_since_last_update,lastticks; + static long fps_cnt = 0; + static unsigned long fps_tck = 1; + static long fpsskip_cnt = 0; + static unsigned long fpsskip_tck = 1; + + { + curticks = timeGetTime(); + _ticks_since_last_update=curticks-lastticks; + + if(UseFrameSkip && !UseFrameLimit && _ticks_since_last_update) + fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f)); + + lastticks = curticks; + } + + if(UseFrameSkip && UseFrameLimit) + { + fpsskip_tck += _ticks_since_last_update; + + if(++fpsskip_cnt==2) + { + 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==20) + { + fps_cur = (float)(TIMEBASE*20)/(float)fps_tck; + + fps_cnt = 0; + fps_tck = 1; + + //if(UseFrameLimit && fps_cur>fFrameRateHz) // 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*100 / (unsigned long)(fFrameRateHz*100)); + 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; + dwFrameRateTicks=(TIMEBASE*100 / (unsigned long)(fFrameRateHz*100)); + } +} + +void SetFPSHandler(void) +{ +} + +void InitFPS(void) +{ + if(!fFrameRate) fFrameRate=200.0f; + if(fFrameRateHz==0) fFrameRateHz=fFrameRate; // set user framerate + dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz); +} |