ppsspp/Core/HW/Display.cpp

340 lines
9.1 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// 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, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <cmath>
#include <mutex>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/Serialize/SerializeFuncs.h"
#include "Common/System/System.h"
#include "Common/TimeUtil.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/CoreTiming.h"
#include "Core/HLE/sceKernel.h"
#include "Core/HW/Display.h"
#include "GPU/GPU.h"
#include "GPU/GPUInterface.h"
// Called when vblank happens (like an internal interrupt.) Not part of state, should be static.
static std::mutex listenersLock;
static std::vector<VblankCallback> vblankListeners;
typedef std::pair<FlipCallback, void *> FlipListener;
static std::vector<FlipListener> flipListeners;
static uint64_t frameStartTicks;
static int numVBlanks;
// hCount is computed now.
static int vCount;
// The "AccumulatedHcount" can be adjusted, this is the base.
static uint32_t hCountBase;
static int isVblank;
static constexpr int hCountPerVblank = 286;
// FPS stats for frameskip, FPS display, etc.
static int lastFpsFrame = 0;
static double lastFpsTime = 0.0;
static double fps = 0.0;
static int lastNumFlips = 0;
static float flips = 0.0f;
static int actualFlips = 0; // taking frameskip into account
static int lastActualFlips = 0;
static float actualFps = 0;
// FPS stats for averaging.
static double fpsHistory[120];
static constexpr int fpsHistorySize = (int)ARRAY_SIZE(fpsHistory);
static int fpsHistoryPos = 0;
static int fpsHistoryValid = 0;
// Frame time stats.
static double frameTimeHistory[600];
static double frameSleepHistory[600];
static constexpr int frameTimeHistorySize = (int)ARRAY_SIZE(frameTimeHistory);
static int frameTimeHistoryPos = 0;
static int frameTimeHistoryValid = 0;
static double lastFrameTimeHistory = 0.0;
static void CalculateFPS() {
double now = time_now_d();
if (now >= lastFpsTime + 1.0) {
double frames = (numVBlanks - lastFpsFrame);
actualFps = (float)(actualFlips - lastActualFlips);
fps = frames / (now - lastFpsTime);
flips = (float)(60.0 * (double)(gpuStats.numFlips - lastNumFlips) / frames);
lastFpsFrame = numVBlanks;
lastNumFlips = gpuStats.numFlips;
lastActualFlips = actualFlips;
lastFpsTime = now;
fpsHistory[fpsHistoryPos++] = fps;
fpsHistoryPos = fpsHistoryPos % fpsHistorySize;
if (fpsHistoryValid < fpsHistorySize) {
++fpsHistoryValid;
}
}
if (g_Config.bDrawFrameGraph || coreCollectDebugStats) {
frameTimeHistory[frameTimeHistoryPos++] = now - lastFrameTimeHistory;
lastFrameTimeHistory = now;
frameTimeHistoryPos = frameTimeHistoryPos % frameTimeHistorySize;
if (frameTimeHistoryValid < frameTimeHistorySize) {
++frameTimeHistoryValid;
}
frameSleepHistory[frameTimeHistoryPos] = 0.0;
}
}
// TODO: Also average actualFps
void __DisplayGetFPS(float *out_vps, float *out_fps, float *out_actual_fps) {
*out_vps = (float)fps;
*out_fps = flips;
*out_actual_fps = actualFps;
}
void __DisplayGetVPS(float *out_vps) {
*out_vps = (float)fps;
}
void __DisplayGetAveragedFPS(float *out_vps, float *out_fps) {
double avg = 0.0;
if (fpsHistoryValid > 0) {
for (int i = 0; i < fpsHistoryValid; ++i) {
avg += fpsHistory[i];
}
avg /= (double)fpsHistoryValid;
}
*out_vps = *out_fps = (float)avg;
}
int __DisplayGetFlipCount() {
return actualFlips;
}
int __DisplayGetNumVblanks() {
return numVBlanks;
}
int __DisplayGetVCount() {
return vCount;
}
bool DisplayIsVblank() {
return isVblank != 0;
}
uint64_t DisplayFrameStartTicks() {
return frameStartTicks;
}
uint32_t __DisplayGetCurrentHcount() {
const int ticksIntoFrame = (int)(CoreTiming::GetTicks() - frameStartTicks);
const int ticksPerVblank = CoreTiming::GetClockFrequencyHz() / 60 / hCountPerVblank;
// Can't seem to produce a 0 on real hardware, offsetting by 1 makes things look right.
return 1 + (ticksIntoFrame / ticksPerVblank);
}
uint32_t __DisplayGetAccumulatedHcount() {
// The hCount is always a positive int, and wraps from 0x7FFFFFFF -> 0.
int value = hCountBase + __DisplayGetCurrentHcount();
return value & 0x7FFFFFFF;
}
void DisplayAdjustAccumulatedHcount(uint32_t diff) {
hCountBase += diff;
}
double *__DisplayGetFrameTimes(int *out_valid, int *out_pos, double **out_sleep) {
*out_valid = frameTimeHistoryValid;
*out_pos = frameTimeHistoryPos;
*out_sleep = frameSleepHistory;
return frameTimeHistory;
}
int DisplayGetSleepPos() {
return frameTimeHistoryPos;
}
void DisplayNotifySleep(double t, int pos) {
if (pos < 0)
pos = frameTimeHistoryPos;
frameSleepHistory[pos] += t;
}
void __DisplayGetDebugStats(char *stats, size_t bufsize) {
char statbuf[4096];
gpu->GetStats(statbuf, sizeof(statbuf));
snprintf(stats, bufsize,
"Kernel processing time: %0.2f ms\n"
"Slowest syscall: %s : %0.2f ms\n"
"Most active syscall: %s : %0.2f ms\n%s",
kernelStats.msInSyscalls * 1000.0f,
kernelStats.slowestSyscallName ? kernelStats.slowestSyscallName : "(none)",
kernelStats.slowestSyscallTime * 1000.0f,
kernelStats.summedSlowestSyscallName ? kernelStats.summedSlowestSyscallName : "(none)",
kernelStats.summedSlowestSyscallTime * 1000.0f,
statbuf);
}
// On like 90hz, 144hz, etc, we return 60.0f as the framerate target. We only target other
// framerates if they're close to 60.
static float FramerateTarget() {
float target = System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE);
if (target < 57.0 || target > 63.0f) {
return 60.0f;
} else {
return target;
}
}
bool DisplayIsRunningSlow() {
// Allow for some startup turbulence for 8 seconds before assuming things are bad.
if (fpsHistoryValid >= 8) {
// Look at only the last 15 samples (starting at the 14th sample behind current.)
int rangeStart = fpsHistoryPos - std::min(fpsHistoryValid, 14);
double best = 0.0;
for (int i = rangeStart; i <= fpsHistoryPos; ++i) {
// rangeStart may have been negative if near a wrap around.
int index = (fpsHistorySize + i) % fpsHistorySize;
best = std::max(fpsHistory[index], best);
}
return best < FramerateTarget() * 0.97;
}
return false;
}
void DisplayFireVblankStart() {
frameStartTicks = CoreTiming::GetTicks();
numVBlanks++;
isVblank = 1;
vCount++; // vCount increases at each VBLANK.
hCountBase += hCountPerVblank; // This is the "accumulated" hcount base.
if (hCountBase > 0x7FFFFFFF) {
hCountBase -= 0x80000000;
}
}
void DisplayFireVblankEnd() {
std::vector<VblankCallback> toCall = [] {
std::lock_guard<std::mutex> guard(listenersLock);
return vblankListeners;
}();
isVblank = 0;
for (VblankCallback cb : toCall) {
cb();
}
}
void DisplayFireFlip() {
std::vector<FlipListener> toCall = [] {
std::lock_guard<std::mutex> guard(listenersLock);
return flipListeners;
}();
// This is also the right time to calculate FPS.
CalculateFPS();
for (FlipListener cb : toCall) {
cb.first(cb.second);
}
}
void DisplayFireActualFlip() {
actualFlips++;
}
void __DisplayListenVblank(VblankCallback callback) {
std::lock_guard<std::mutex> guard(listenersLock);
vblankListeners.push_back(callback);
}
void __DisplayListenFlip(FlipCallback callback, void *userdata) {
std::lock_guard<std::mutex> guard(listenersLock);
flipListeners.emplace_back(callback, userdata);
}
void __DisplayForgetFlip(FlipCallback callback, void *userdata) {
std::lock_guard<std::mutex> guard(listenersLock);
flipListeners.erase(std::remove_if(flipListeners.begin(), flipListeners.end(), [&](FlipListener item) {
return item.first == callback && item.second == userdata;
}), flipListeners.end());
}
int DisplayCalculateFrameSkip() {
int frameSkipNum;
if (g_Config.iFrameSkipType == 1) {
// Calculate the frames to skip dynamically using the set percentage of the current fps
frameSkipNum = (int)ceil(flips * (static_cast<double>(g_Config.iFrameSkip) / 100.00));
} else {
// Use the set number of frames to skip
frameSkipNum = g_Config.iFrameSkip;
}
return frameSkipNum;
}
void DisplayHWInit() {
frameStartTicks = 0;
numVBlanks = 0;
isVblank = 0;
vCount = 0;
hCountBase = 0;
flips = 0;
fps = 0.0;
actualFlips = 0;
lastActualFlips = 0;
lastNumFlips = 0;
fpsHistoryValid = 0;
fpsHistoryPos = 0;
frameTimeHistoryValid = 0;
frameTimeHistoryPos = 0;
lastFrameTimeHistory = 0.0;
}
void DisplayHWShutdown() {
std::lock_guard<std::mutex> guard(listenersLock);
vblankListeners.clear();
flipListeners.clear();
}
void DisplayHWDoState(PointerWrap &p, int hleCompatV2) {
Do(p, frameStartTicks);
Do(p, vCount);
if (hleCompatV2) {
double oldHCountBase;
Do(p, oldHCountBase);
hCountBase = (int)oldHCountBase;
} else {
Do(p, hCountBase);
}
Do(p, isVblank);
}