Files
2010-12-31 16:57:02 +02:00

992 lines
33 KiB
C

/***************************************************************************
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;
}
}
////////////////////////////////////////////////////////////////////////