// Frame timing // // A frame on the main thread should look a bit like this: // // 1. -- Wait for the right time to start the frame (alternatively, see this is step 8). // 2. Sample inputs (on some platforms, this is done continouously during step 3) // 3. Run CPU // 4. Submit GPU commands (there's no reason to ever wait before this). // 5. -- Wait for the right time to present // 6. Send Present command // 7. Do other end-of-frame stuff // // To minimize latency, we should *maximize* 1 and *minimize* 5 (while still keeping some margin to soak up hitches). // Additionally, if too many completed frames have been buffered up, we need a feedback mechanism, so we can temporarily // artificially increase 1 in order to "catch the CPU up". // // There are some other things that can influence the frame timing: // * Unthrottling. If vsync is off or the backend can change present mode dynamically, we can simply disable all waits during unthrottle. // * Frame skipping. This gets complicated. // * The game not actually asking for flips, like in static loading screens #include "Common/Profiler/Profiler.h" #include "Common/Log.h" #include "Common/TimeUtil.h" #include "Core/RetroAchievements.h" #include "Core/CoreParameter.h" #include "Core/Core.h" #include "Core/Config.h" #include "Core/HW/Display.h" #include "Core/FrameTiming.h" FrameTiming g_frameTiming; void WaitUntil(double now, double timestamp) { #ifdef _WIN32 while (time_now_d() < timestamp) { sleep_ms(1); // Sleep for 1ms on this thread } #else const double left = timestamp - now; if (left > 0.0 && left < 3.0) { usleep((long)(left * 1000000)); } #endif } inline Draw::PresentMode GetBestImmediateMode(Draw::PresentMode supportedModes) { if (supportedModes & Draw::PresentMode::MAILBOX) { return Draw::PresentMode::MAILBOX; } else { return Draw::PresentMode::IMMEDIATE; } } void FrameTiming::Reset(Draw::DrawContext *draw) { if (g_Config.bVSync || !(draw->GetDeviceCaps().presentModesSupported & (Draw::PresentMode::MAILBOX | Draw::PresentMode::IMMEDIATE))) { presentMode = Draw::PresentMode::FIFO; presentInterval = 1; } else { presentMode = GetBestImmediateMode(draw->GetDeviceCaps().presentModesSupported); presentInterval = 0; } } void FrameTiming::DeferWaitUntil(double until, double *curTimePtr) { _dbg_assert_(until > 0.0); waitUntil_ = until; curTimePtr_ = curTimePtr; } void FrameTiming::PostSubmit() { if (waitUntil_ != 0.0) { WaitUntil(time_now_d(), waitUntil_); if (curTimePtr_) { *curTimePtr_ = waitUntil_; curTimePtr_ = nullptr; } waitUntil_ = 0.0; } } Draw::PresentMode ComputePresentMode(Draw::DrawContext *draw, int *interval) { Draw::PresentMode mode = Draw::PresentMode::FIFO; if (draw->GetDeviceCaps().presentModesSupported & (Draw::PresentMode::IMMEDIATE | Draw::PresentMode::MAILBOX)) { // Switch to immediate if desired and possible. bool wantInstant = false; if (!g_Config.bVSync) { wantInstant = true; } if (PSP_CoreParameter().fastForward) { wantInstant = true; } if (PSP_CoreParameter().fpsLimit != FPSLimit::NORMAL) { int limit; if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1) limit = g_Config.iFpsLimit1; else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2) limit = g_Config.iFpsLimit2; else limit = PSP_CoreParameter().analogFpsLimit; // For an alternative speed that is a clean factor of 60, the user probably still wants vsync. // TODO: Should take the user's display refresh rate into account... if (limit == 0 || (limit >= 0 && limit != 15 && limit != 30 && limit != 60)) { wantInstant = true; } } if (wantInstant && g_Config.bVSync && !draw->GetDeviceCaps().presentInstantModeChange) { // If in vsync mode (which will be FIFO), and the backend can't switch immediately, // stick to FIFO. wantInstant = false; } // The outer if checks that instant modes are available. if (wantInstant) { mode = GetBestImmediateMode(draw->GetDeviceCaps().presentModesSupported); } } *interval = (mode == Draw::PresentMode::FIFO) ? 1 : 0; return mode; }