aboutsummaryrefslogtreecommitdiff
path: root/plugins/peopsxgl/fps.c
diff options
context:
space:
mode:
Diffstat (limited to 'plugins/peopsxgl/fps.c')
-rw-r--r--plugins/peopsxgl/fps.c396
1 files changed, 0 insertions, 396 deletions
diff --git a/plugins/peopsxgl/fps.c b/plugins/peopsxgl/fps.c
deleted file mode 100644
index dc89600..0000000
--- a/plugins/peopsxgl/fps.c
+++ /dev/null
@@ -1,396 +0,0 @@
-/***************************************************************************
- 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
-//
-//*************************************************************************//
-
-#include "stdafx.h"
-
-#define _IN_FPS
-
-#include "externals.h"
-
-////////////////////////////////////////////////////////////////////////
-// FPS stuff
-////////////////////////////////////////////////////////////////////////
-
-BOOL bIsPerformanceCounter=FALSE;
-float fFrameRateHz=0;
-DWORD dwFrameRateTicks=16;
-float fFrameRate;
-int iFrameLimit;
-BOOL bUseFrameLimit=FALSE;
-BOOL bUseFrameSkip=0;
-DWORD dwLaceCnt=0;
-
-////////////////////////////////////////////////////////////////////////
-// FPS skipping / limit
-////////////////////////////////////////////////////////////////////////
-
-BOOL bInitCap = TRUE;
-float fps_skip = 0;
-float fps_cur = 0;
-
-#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 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)
-{
-}
-
-void ReInitFrameCap(void)
-{
-}
-
-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();
- if(ulKeybits&KEY_SHOWFPS) 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;
- }
-}