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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
Fix falling back to the old timing, also show audio timing in the frame timing overlay
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@ -150,6 +150,8 @@ void sleep_ms(int ms) {
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}
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void sleep_s(double s) {
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if (s <= 0.0)
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return;
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#if defined(_WIN32) || defined(__EMSCRIPTEN__) || defined(HAVE_LIBNX)
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sleep_ms((int)(s * 1000.0));
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#else
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@ -471,7 +471,7 @@ public:
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// Volatile development settings
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// Overlays
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int iDebugOverlay;
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int iDebugOverlay; // enum DebugOverlay
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bool bGpuLogProfiler; // Controls the Vulkan logging profiler (profiles textures uploads etc).
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@ -133,6 +133,11 @@ void FrameTiming::SetTimeStep(float scaledTimeStep) {
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setTimestepCalled_ = true;
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}
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void FrameTiming::DontUse() {
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usePresentTiming = false;
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setTimestepCalled_ = true;
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}
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void FrameTiming::AfterCPUSlice() {
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if (!setTimestepCalled_) {
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// We're in the menu or something.
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@ -147,17 +152,17 @@ void FrameTiming::BeforePresent() {
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// Wait until we hit the next present time. Ideally we'll be fairly close here due to the previous AfterPresent wait.
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nextPresentTime = lastPresentTime + this->timeStep + nudge_;
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while (true) {
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double remaining = nextPresentTime - time_now_d();
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if (remaining <= 0.0)
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break;
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sleep_s(remaining);
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}
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// Not sure we need the while loop.
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double remaining = nextPresentTime - time_now_d();
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sleep_s(remaining);
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lastPresentTime = nextPresentTime;
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}
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void FrameTiming::AfterPresent() {
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if (!usePresentTiming)
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return;
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// Sleep slightly less time than all of the available room, in case of a CPU spike.
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// This should be a tweakable.
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const double margin = 2.0 * 0.001; // 4 ms
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@ -166,7 +171,4 @@ void FrameTiming::AfterPresent() {
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if (postSleep > 0.0) {
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sleep_s(postSleep);
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}
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if (!usePresentTiming)
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return;
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}
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@ -29,6 +29,7 @@ public:
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void BeforeCPUSlice(const FrameHistoryBuffer &frameHistory);
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void SetTimeStep(float scaledTimeStep);
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void DontUse();
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void AfterCPUSlice();
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void BeforePresent();
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void AfterPresent();
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@ -646,7 +646,7 @@ void __DisplayFlip(int cyclesLate) {
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int frameSkipNum;
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// If the ideal case, use the new timing path.
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g_frameTiming.usePresentTiming = g_Config.iFrameSkip == 0 && !refreshRateNeedsSkip;
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g_frameTiming.usePresentTiming = g_Config.iFrameSkip == 0 && !refreshRateNeedsSkip && throttle;
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if (g_frameTiming.usePresentTiming) {
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if (Core_NextFrame()) {
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@ -657,11 +657,12 @@ void __DisplayFlip(int cyclesLate) {
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goto finishUp;
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} else {
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// This should only happen if we're stepping in the debugger.
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// Go to the old path.
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g_frameTiming.usePresentTiming = false;
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// Fall through to the old path.
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}
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}
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g_frameTiming.DontUse();
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// Setting CORE_NEXTFRAME (which Core_NextFrame does) causes a swap.
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if (fbReallyDirty || noRecentFlip || postEffectRequiresFlip) {
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// Check first though, might've just quit / been paused.
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@ -108,7 +108,7 @@ static void DrawFrameTimes(UIContext *ctx, const Bounds &bounds) {
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static void DrawFrameTiming(UIContext *ctx, const Bounds &bounds) {
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FontID ubuntu24("UBUNTU24");
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char statBuf[1024]{};
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char statBuf[2048]{};
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ctx->Flush();
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ctx->BindFontTexture();
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@ -174,6 +174,12 @@ static void DrawFrameTiming(UIContext *ctx, const Bounds &bounds) {
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}
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ctx->Draw()->DrawTextRect(ubuntu24, statBuf, bounds.x + 10 + i * 150, bounds.y + 150, bounds.w - 20, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
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}
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// Also draw audio stats, because they're quite relevant.
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System_AudioGetDebugStats(statBuf, sizeof(statBuf));
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ctx->Draw()->DrawTextRect(ubuntu24, statBuf, bounds.x + 10, bounds.y + 360, bounds.w - 20, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
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ctx->Draw()->SetFontScale(1.0f, 1.0f);
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ctx->Flush();
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ctx->RebindTexture();
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