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992 lines
33 KiB
C
992 lines
33 KiB
C
/***************************************************************************
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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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#ifdef _WINDOWS
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#include "Stdafx.h"
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#include "Externals.h"
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#include "plugin.h"
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#include "Fps.h"
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#include "Prim.h"
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#else
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#include "gpuStdafx.h"
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#include "gpuExternals.h"
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//#include "plugins.h"
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#include "gpuFps.h"
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#include "gpuPrim.h"
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#endif
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#define _IN_FPS
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#define CALLBACK
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////////////////////////////////////////////////////////////////////////
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// FPS stuff
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////////////////////////////////////////////////////////////////////////
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#ifdef _WINDOWS
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LARGE_INTEGER liCPUFrequency;
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#endif
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////////////////////////////////////////////////////////////////////////
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// FPS skipping / limit
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////////////////////////////////////////////////////////////////////////
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BOOL bIsPerformanceCounter;
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float fFrameRateHz;
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DWORD dwFrameRateTicks;
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float fFrameRate;
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int iFrameLimit;
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BOOL bUseFrameLimit;
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BOOL bUseFrameSkip;
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DWORD dwLaceCnt;
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BOOL bInitCap;
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float fps_skip;
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float fps_cur;
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#ifdef _WINDOWS
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void FrameCap (void)
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{
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static DWORD curticks, lastticks, _ticks_since_last_update;
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static DWORD TicksToWait = 0;
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static LARGE_INTEGER CurrentTime;
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static LARGE_INTEGER LastTime;
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static BOOL SkipNextWait = FALSE;
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BOOL Waiting = TRUE;
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//---------------------------------------------------------
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// init some static vars...
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// bInitCap is TRUE on startup and everytime the user
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// is toggling the frame limit
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//---------------------------------------------------------
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if(bInitCap)
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{
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bInitCap=FALSE;
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if (bIsPerformanceCounter)
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QueryPerformanceCounter(&LastTime);
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lastticks = timeGetTime();
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TicksToWait=0;
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return;
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}
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//---------------------------------------------------------
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if(bIsPerformanceCounter)
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{
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QueryPerformanceCounter(&CurrentTime);
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_ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
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//---------------------------------------------------------
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// check if diff > 1/2 sec, if yes: take mm timer value
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//---------------------------------------------------------
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curticks = timeGetTime();
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if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
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{
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if(curticks < lastticks)
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_ticks_since_last_update = dwFrameRateTicks+TicksToWait+1;
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else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
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}
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//---------------------------------------------------------
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if ((_ticks_since_last_update > TicksToWait) ||
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(CurrentTime.LowPart < LastTime.LowPart))
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{
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LastTime.HighPart = CurrentTime.HighPart;
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LastTime.LowPart = CurrentTime.LowPart;
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lastticks=curticks;
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if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)
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TicksToWait=0;
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else TicksToWait=dwFrameRateTicks-(_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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QueryPerformanceCounter(&CurrentTime);
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_ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
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//---------------------------------------------------------
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// check if diff > 1/2 sec, if yes: take mm timer value
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//---------------------------------------------------------
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curticks = timeGetTime();
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if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
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{
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if(curticks < lastticks)
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_ticks_since_last_update = TicksToWait+1;
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else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
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}
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//---------------------------------------------------------
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if ((_ticks_since_last_update > TicksToWait) ||
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(CurrentTime.LowPart < LastTime.LowPart))
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{
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Waiting = FALSE;
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lastticks=curticks;
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LastTime.HighPart = CurrentTime.HighPart;
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LastTime.LowPart = CurrentTime.LowPart;
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TicksToWait = dwFrameRateTicks;
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}
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}
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}
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}
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else
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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) > dwFrameRateTicks)
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TicksToWait=0;
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else TicksToWait=dwFrameRateTicks-(_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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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 = dwFrameRateTicks;
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}
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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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static LARGE_INTEGER CurrentTime;
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static LARGE_INTEGER LastTime;
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if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely
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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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if(bIsPerformanceCounter) // -> now we calc the time of the last drawn frame + the time we spent skipping
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{
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QueryPerformanceCounter(&CurrentTime);
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_ticks_since_last_update= dwT+CurrentTime.LowPart - LastTime.LowPart;
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}
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else
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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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dwWaitTime=dwLastLace*dwFrameRateTicks; // -> 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*dwFrameRateTicks)) // 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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if(bIsPerformanceCounter)
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{
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QueryPerformanceCounter(&CurrentTime);
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_ticks_since_last_update = dwT+CurrentTime.LowPart - LastTime.LowPart;
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}
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else
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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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}
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else // we were still too slow ?!!?
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{
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if(iAdditionalSkip<MAXSKIP) // -> 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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if(bIsPerformanceCounter) // -> ok, start time of the next frame
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QueryPerformanceCounter(&LastTime);
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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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if(bIsPerformanceCounter) // -> we store the start time of the next frame
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QueryPerformanceCounter(&LastTime);
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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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if(bIsPerformanceCounter) // get the current time (we are now at the end of one drawn frame)
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{
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QueryPerformanceCounter(&CurrentTime);
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_ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
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}
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else
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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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dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)
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dwWaitTime=dwLaceCnt*dwFrameRateTicks; // 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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if(bIsPerformanceCounter)
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{
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QueryPerformanceCounter(&CurrentTime);
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_ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
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}
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else
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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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}
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if(bIsPerformanceCounter) // ok, start time of the next frame
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QueryPerformanceCounter(&LastTime);
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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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////////////////////////////////////////////////////////////////////////
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void calcfps(void)
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{
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static DWORD curticks,_ticks_since_last_update,lastticks;
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static long fps_cnt = 0;
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static DWORD fps_tck = 1;
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static LARGE_INTEGER CurrentTime;
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static LARGE_INTEGER LastTime;
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static long fpsskip_cnt = 0;
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static DWORD fpsskip_tck = 1;
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if(bIsPerformanceCounter)
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{
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QueryPerformanceCounter(&CurrentTime);
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_ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;
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//--------------------------------------------------//
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curticks = timeGetTime();
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if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
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_ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
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lastticks=curticks;
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//--------------------------------------------------//
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if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update)
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fps_skip=min(fps_skip,(((float)liCPUFrequency.LowPart) / ((float)_ticks_since_last_update) +1.0f));
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LastTime.HighPart = CurrentTime.HighPart;
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LastTime.LowPart = CurrentTime.LowPart;
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}
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else
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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)1000/(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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if(bIsPerformanceCounter)
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fps_skip = ((float)liCPUFrequency.LowPart) / ((float)fpsskip_tck) *2.0f;
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else
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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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if(bIsPerformanceCounter)
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fps_cur = ((float)liCPUFrequency.LowPart) / ((float)fps_tck) *10.0f;
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else
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fps_cur = (float)10000/(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) // optical adjust ;) avoids flickering fps display
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fps_cur=fFrameRateHz;
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}
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}
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////////////////////////////////////////////////////////////////////////
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// PC FPS skipping / limit
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////////////////////////////////////////////////////////////////////////
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void PCFrameCap(void)
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{
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static DWORD curticks, lastticks, _ticks_since_last_update;
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static DWORD TicksToWait = 0;
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static LARGE_INTEGER CurrentTime;
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static LARGE_INTEGER LastTime;
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BOOL Waiting = TRUE;
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while (Waiting)
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{
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if(bIsPerformanceCounter)
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{
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QueryPerformanceCounter(&CurrentTime);
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_ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
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//------------------------------------------------//
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curticks = timeGetTime();
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if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
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{
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if(curticks < lastticks)
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_ticks_since_last_update = TicksToWait+1;
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else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
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}
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//------------------------------------------------//
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if ((_ticks_since_last_update > TicksToWait) ||
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(CurrentTime.LowPart < LastTime.LowPart))
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{
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Waiting = FALSE;
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lastticks=curticks;
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LastTime.HighPart = CurrentTime.HighPart;
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LastTime.LowPart = CurrentTime.LowPart;
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TicksToWait = (liCPUFrequency.LowPart / fFrameRateHz);
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}
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}
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else
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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 = (1000 / (DWORD)fFrameRateHz);
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}
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}
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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 DWORD 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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static LARGE_INTEGER CurrentTime;
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static LARGE_INTEGER LastTime;
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float CurrentFPS=0;
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if(bIsPerformanceCounter)
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{
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QueryPerformanceCounter(&CurrentTime);
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_ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;
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//--------------------------------------------------//
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curticks = timeGetTime();
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if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
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_ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
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lastticks=curticks;
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//--------------------------------------------------//
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if(_ticks_since_last_update)
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{
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CurrentFPS = ((float)liCPUFrequency.LowPart) / ((float)_ticks_since_last_update);
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}
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else CurrentFPS = 0;
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LastTime.HighPart = CurrentTime.HighPart;
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LastTime.LowPart = CurrentTime.LowPart;
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}
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else
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{
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curticks = timeGetTime();
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if(_ticks_since_last_update=curticks-lastticks)
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CurrentFPS=(float)1000/(float)_ticks_since_last_update;
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else CurrentFPS = 0;
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lastticks = curticks;
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}
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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)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////
|