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authornotaz2010-12-31 16:57:02 +0200
committernotaz2010-12-31 16:57:02 +0200
commitce879073e4f228deec8bec5db8a2ff640636c88f (patch)
tree38f36f8cd9ac803abefb8515a687becab11f3310 /plugins/gpu-gles/gpuFps.c
parent3a255ce52a55a2065429b8baad000c72aed31e97 (diff)
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gpu-gles from psx4m
Diffstat (limited to 'plugins/gpu-gles/gpuFps.c')
-rw-r--r--plugins/gpu-gles/gpuFps.c991
1 files changed, 991 insertions, 0 deletions
diff --git a/plugins/gpu-gles/gpuFps.c b/plugins/gpu-gles/gpuFps.c
new file mode 100644
index 0000000..1012ecb
--- /dev/null
+++ b/plugins/gpu-gles/gpuFps.c
@@ -0,0 +1,991 @@
+/***************************************************************************
+ fps.c - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.com
+ ***************************************************************************/
+
+/***************************************************************************
+ * *
+ * 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. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+#ifdef _WINDOWS
+#include "Stdafx.h"
+#include "Externals.h"
+#include "plugin.h"
+#include "Fps.h"
+#include "Prim.h"
+#else
+#include "gpuStdafx.h"
+#include "gpuExternals.h"
+//#include "plugins.h"
+#include "gpuFps.h"
+#include "gpuPrim.h"
+#endif
+
+#define _IN_FPS
+
+#define CALLBACK
+
+////////////////////////////////////////////////////////////////////////
+// FPS stuff
+////////////////////////////////////////////////////////////////////////
+#ifdef _WINDOWS
+LARGE_INTEGER liCPUFrequency;
+#endif
+
+////////////////////////////////////////////////////////////////////////
+// FPS skipping / limit
+////////////////////////////////////////////////////////////////////////
+
+BOOL bIsPerformanceCounter;
+float fFrameRateHz;
+DWORD dwFrameRateTicks;
+float fFrameRate;
+int iFrameLimit;
+BOOL bUseFrameLimit;
+BOOL bUseFrameSkip;
+DWORD dwLaceCnt;
+
+BOOL bInitCap;
+float fps_skip;
+float fps_cur;
+
+#ifdef _WINDOWS
+
+void FrameCap (void)
+{
+ 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;
+
+ //---------------------------------------------------------
+ // init some static vars...
+ // bInitCap is TRUE on startup and everytime the user
+ // is toggling the frame limit
+ //---------------------------------------------------------
+
+ if(bInitCap)
+ {
+ bInitCap=FALSE;
+ if (bIsPerformanceCounter)
+ QueryPerformanceCounter(&LastTime);
+ lastticks = timeGetTime();
+ TicksToWait=0;
+ return;
+ }
+
+ //---------------------------------------------------------
+
+ if(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+
+ //---------------------------------------------------------
+ // check if diff > 1/2 sec, if yes: take mm timer value
+ //---------------------------------------------------------
+
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
+ {
+ if(curticks < lastticks)
+ _ticks_since_last_update = dwFrameRateTicks+TicksToWait+1;
+ else _ticks_since_last_update = (liCPUFrequency.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;
+
+ //---------------------------------------------------------
+ // check if diff > 1/2 sec, if yes: take mm timer value
+ //---------------------------------------------------------
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
+ {
+ if(curticks < lastticks)
+ _ticks_since_last_update = TicksToWait+1;
+ else _ticks_since_last_update = (liCPUFrequency.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
+#define MAXLACE 16
+
+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 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(bUseFrameLimit && !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(bIsPerformanceCounter) // -> 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(bIsPerformanceCounter)
+ {
+ 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(bIsPerformanceCounter) // -> ok, start time of the next frame
+ QueryPerformanceCounter(&LastTime);
+ 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
+ if(bIsPerformanceCounter) // -> 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(bIsPerformanceCounter) // 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(bUseFrameLimit) // 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(bUseFrameLimit) // 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(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+ }
+ else
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ }
+ }
+ }
+
+ if(bIsPerformanceCounter) // ok, start time of the next frame
+ QueryPerformanceCounter(&LastTime);
+ lastticks = timeGetTime();
+ }
+
+ dwLaceCnt=0; // init lace counter
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void calcfps(void)
+{
+ 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(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;
+
+ //--------------------------------------------------//
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
+ _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
+ lastticks=curticks;
+ //--------------------------------------------------//
+
+ if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update)
+ fps_skip=min(fps_skip,(((float)liCPUFrequency.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(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update)
+ fps_skip=min(fps_skip,((float)1000/(float)_ticks_since_last_update+1.0f));
+
+ lastticks = curticks;
+ }
+
+ if(bUseFrameSkip && bUseFrameLimit)
+ {
+ fpsskip_tck += _ticks_since_last_update;
+
+ if(++fpsskip_cnt==2)
+ {
+ if(bIsPerformanceCounter)
+ fps_skip = ((float)liCPUFrequency.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(bIsPerformanceCounter)
+ fps_cur = ((float)liCPUFrequency.LowPart) / ((float)fps_tck) *10.0f;
+ else
+ fps_cur = (float)10000/(float)fps_tck;
+
+ fps_cnt = 0;
+ fps_tck = 1;
+
+ if(bUseFrameLimit && 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(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+
+ //------------------------------------------------//
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
+ {
+ if(curticks < lastticks)
+ _ticks_since_last_update = TicksToWait+1;
+ else _ticks_since_last_update = (liCPUFrequency.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 = (liCPUFrequency.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(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;
+
+ //--------------------------------------------------//
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
+ _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
+ lastticks=curticks;
+ //--------------------------------------------------//
+
+ if(_ticks_since_last_update)
+ {
+ CurrentFPS = ((float)liCPUFrequency.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(bIsPerformanceCounter)
+ dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);
+ return;
+ }
+
+ if(dwActFixes&128)
+ {
+ 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(PSXDisplay.PAL)
+ {
+ if (STATUSREG&GPUSTATUS_INTERLACED)
+ fFrameRateHz=33868800.0f/677343.75f; // 50.00238
+ else fFrameRateHz=33868800.0f/680595.00f; // 49.76351
+ }
+ else
+ {
+ if (STATUSREG&GPUSTATUS_INTERLACED)
+ fFrameRateHz=33868800.0f/565031.25f; // 59.94146
+ else fFrameRateHz=33868800.0f/566107.50f; // 59.82750
+ }
+
+ if(bIsPerformanceCounter)
+ dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void InitFrameCap(void) // inits cpu frequency info (on gpu startup)
+{
+ if (QueryPerformanceFrequency (&liCPUFrequency))
+ bIsPerformanceCounter = TRUE;
+ else bIsPerformanceCounter = FALSE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void ReInitFrameCap(void)
+{
+ BOOL bOldPerformanceCounter=bIsPerformanceCounter; // store curr timer mode
+
+ if(dwActFixes&0x10000) // check game fix... high performance counters are bad on some mb chipsets
+ bIsPerformanceCounter=FALSE;
+ else
+ {
+ if (QueryPerformanceFrequency (&liCPUFrequency))
+ bIsPerformanceCounter = TRUE;
+ else bIsPerformanceCounter = FALSE;
+ }
+
+ if(bOldPerformanceCounter!=bIsPerformanceCounter) // changed?
+ {
+ bInitCap = TRUE;
+ SetAutoFrameCap();
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void SetFrameRateConfig(void)
+{
+ if(fFrameRateHz==0)
+ {
+ if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet)
+ else fFrameRateHz=fFrameRate; // else set user framerate
+ }
+
+ if(bIsPerformanceCounter)
+ dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);
+}
+
+////////////////////////////////////////////////////////////////////////
+
+// LINUX ---------------------------------------------
+
+#else
+
+#define TIMEBASE 100000
+
+// hehehe... using same func name as with win32 ;) wow, are we genius ;)
+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 in linux, but at least it works
+}
+
+void FrameCap(void)
+{
+ static unsigned long curticks, lastticks, _ticks_since_last_update;
+ static unsigned long TicksToWait = 0;
+ bool Waiting = TRUE;
+
+ {
+ 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
+#define MAXLACE 16
+
+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;
+
+ 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(bUseFrameLimit && !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();
+ _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();
+ 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();
+ _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(bUseFrameLimit) // 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(bUseFrameLimit) // 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;
+ }
+ }
+
+ lastticks = timeGetTime();
+ }
+
+ 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(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update)
+ fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f));
+
+ lastticks = curticks;
+ }
+
+ if(bUseFrameSkip && bUseFrameLimit)
+ {
+ 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==10)
+ {
+ fps_cur = (float)(TIMEBASE*10)/(float)fps_tck;
+
+ fps_cnt = 0;
+ fps_tck = 1;
+
+ if(bUseFrameLimit && 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 / (unsigned long)fFrameRateHz);
+ return;
+ }
+
+ if(dwActFixes&128)
+ {
+ 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(PSXDisplay.PAL)
+ {
+ if (STATUSREG&GPUSTATUS_INTERLACED)
+ fFrameRateHz=33868800.0f/677343.75f; // 50.00238
+ else fFrameRateHz=33868800.0f/680595.00f; // 49.76351
+ }
+ else
+ {
+ if (STATUSREG&GPUSTATUS_INTERLACED)
+ fFrameRateHz=33868800.0f/565031.25f; // 59.94146
+ else fFrameRateHz=33868800.0f/566107.50f; // 59.82750
+ }
+
+ dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void SetFrameRateConfig(void)
+{
+ if(!fFrameRate) fFrameRate=200.0f;
+
+ if(fFrameRateHz==0)
+ {
+ if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet)
+ else fFrameRateHz=fFrameRate; // else set user framerate
+ }
+
+ dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);
+
+ if(iFrameLimit==2) SetAutoFrameCap();
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void InitFrameCap(void)
+{
+ // nothing on linux
+}
+
+void ReInitFrameCap(void)
+{
+ // nothing on linux
+}
+
+////////////////////////////////////////////////////////////////////////
+
+#endif
+
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+
+void CheckFrameRate(void) // called in updatelace (on every emulated psx vsync)
+{
+ if(bUseFrameSkip)
+ {
+ if(!(dwActFixes&0x100))
+ {
+ dwLaceCnt++; // -> and store cnt of vsync between frames
+ if(dwLaceCnt>=MAXLACE && bUseFrameLimit)
+ {
+ if(dwLaceCnt==MAXLACE) bInitCap=TRUE;
+ FrameCap();
+ }
+ }
+ else if(bUseFrameLimit) FrameCap();
+ calcfps(); // -> calc fps display in skipping mode
+ }
+ else // -> non-skipping mode:
+ {
+ if(bUseFrameLimit) FrameCap();
+ calcfps();
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUsetframelimit(unsigned long option) // new EPSXE interface func: main emu can enable/disable fps limitation this way
+{
+ bInitCap = TRUE;
+
+ if(option==1) // emu says: limit
+ {
+ bUseFrameLimit=TRUE;bUseFrameSkip=FALSE;iFrameLimit=2;
+ SetAutoFrameCap();
+ }
+ else // emu says: no limit
+ {
+ bUseFrameLimit=FALSE;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////