Fix falling back to the old timing, also show audio timing in the frame timing overlay

This commit is contained in:
Henrik Rydgård 2023-08-16 15:53:24 +02:00
parent fb4c167d37
commit f86053d020
6 changed files with 26 additions and 14 deletions

View File

@ -150,6 +150,8 @@ void sleep_ms(int ms) {
}
void sleep_s(double s) {
if (s <= 0.0)
return;
#if defined(_WIN32) || defined(__EMSCRIPTEN__) || defined(HAVE_LIBNX)
sleep_ms((int)(s * 1000.0));
#else

View File

@ -471,7 +471,7 @@ public:
// Volatile development settings
// Overlays
int iDebugOverlay;
int iDebugOverlay; // enum DebugOverlay
bool bGpuLogProfiler; // Controls the Vulkan logging profiler (profiles textures uploads etc).

View File

@ -133,6 +133,11 @@ void FrameTiming::SetTimeStep(float scaledTimeStep) {
setTimestepCalled_ = true;
}
void FrameTiming::DontUse() {
usePresentTiming = false;
setTimestepCalled_ = true;
}
void FrameTiming::AfterCPUSlice() {
if (!setTimestepCalled_) {
// We're in the menu or something.
@ -147,17 +152,17 @@ void FrameTiming::BeforePresent() {
// Wait until we hit the next present time. Ideally we'll be fairly close here due to the previous AfterPresent wait.
nextPresentTime = lastPresentTime + this->timeStep + nudge_;
while (true) {
// Not sure we need the while loop.
double remaining = nextPresentTime - time_now_d();
if (remaining <= 0.0)
break;
sleep_s(remaining);
}
lastPresentTime = nextPresentTime;
}
void FrameTiming::AfterPresent() {
if (!usePresentTiming)
return;
// Sleep slightly less time than all of the available room, in case of a CPU spike.
// This should be a tweakable.
const double margin = 2.0 * 0.001; // 4 ms
@ -166,7 +171,4 @@ void FrameTiming::AfterPresent() {
if (postSleep > 0.0) {
sleep_s(postSleep);
}
if (!usePresentTiming)
return;
}

View File

@ -29,6 +29,7 @@ public:
void BeforeCPUSlice(const FrameHistoryBuffer &frameHistory);
void SetTimeStep(float scaledTimeStep);
void DontUse();
void AfterCPUSlice();
void BeforePresent();
void AfterPresent();

View File

@ -646,7 +646,7 @@ void __DisplayFlip(int cyclesLate) {
int frameSkipNum;
// If the ideal case, use the new timing path.
g_frameTiming.usePresentTiming = g_Config.iFrameSkip == 0 && !refreshRateNeedsSkip;
g_frameTiming.usePresentTiming = g_Config.iFrameSkip == 0 && !refreshRateNeedsSkip && throttle;
if (g_frameTiming.usePresentTiming) {
if (Core_NextFrame()) {
@ -657,11 +657,12 @@ void __DisplayFlip(int cyclesLate) {
goto finishUp;
} else {
// This should only happen if we're stepping in the debugger.
// Go to the old path.
g_frameTiming.usePresentTiming = false;
// Fall through to the old path.
}
}
g_frameTiming.DontUse();
// Setting CORE_NEXTFRAME (which Core_NextFrame does) causes a swap.
if (fbReallyDirty || noRecentFlip || postEffectRequiresFlip) {
// Check first though, might've just quit / been paused.

View File

@ -108,7 +108,7 @@ static void DrawFrameTimes(UIContext *ctx, const Bounds &bounds) {
static void DrawFrameTiming(UIContext *ctx, const Bounds &bounds) {
FontID ubuntu24("UBUNTU24");
char statBuf[1024]{};
char statBuf[2048]{};
ctx->Flush();
ctx->BindFontTexture();
@ -174,6 +174,12 @@ static void DrawFrameTiming(UIContext *ctx, const Bounds &bounds) {
}
ctx->Draw()->DrawTextRect(ubuntu24, statBuf, bounds.x + 10 + i * 150, bounds.y + 150, bounds.w - 20, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
}
// Also draw audio stats, because they're quite relevant.
System_AudioGetDebugStats(statBuf, sizeof(statBuf));
ctx->Draw()->DrawTextRect(ubuntu24, statBuf, bounds.x + 10, bounds.y + 360, bounds.w - 20, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
ctx->Draw()->SetFontScale(1.0f, 1.0f);
ctx->Flush();
ctx->RebindTexture();