mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 15:30:35 +00:00
d4c02ccc1c
Thanks unknown.
1283 lines
43 KiB
C++
1283 lines
43 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 <vector>
|
|
#include <map>
|
|
#include <cmath>
|
|
#include <algorithm>
|
|
|
|
// TODO: Move this somewhere else, cleanup.
|
|
#ifndef _WIN32
|
|
#include <unistd.h>
|
|
#include <sys/time.h>
|
|
#endif
|
|
|
|
#include "Common/Data/Text/I18n.h"
|
|
#include "Common/Profiler/Profiler.h"
|
|
#include "Common/System/System.h"
|
|
#include "Common/Serialize/Serializer.h"
|
|
#include "Common/Serialize/SerializeFuncs.h"
|
|
#include "Common/Serialize/SerializeMap.h"
|
|
#include "Common/TimeUtil.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/CoreTiming.h"
|
|
#include "Core/CoreParameter.h"
|
|
#include "Core/Host.h"
|
|
#include "Core/Reporting.h"
|
|
#include "Core/Core.h"
|
|
#include "Core/System.h"
|
|
#include "Core/HLE/HLE.h"
|
|
#include "Core/HLE/FunctionWrappers.h"
|
|
#include "Core/HLE/sceDisplay.h"
|
|
#include "Core/HLE/sceKernel.h"
|
|
#include "Core/HLE/sceKernelThread.h"
|
|
#include "Core/HLE/sceKernelInterrupt.h"
|
|
#include "Core/Util/PPGeDraw.h"
|
|
|
|
#include "GPU/GPU.h"
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/GPUInterface.h"
|
|
#include "GPU/Common/FramebufferManagerCommon.h"
|
|
#include "GPU/Common/PostShader.h"
|
|
#include "GPU/Debugger/Record.h"
|
|
|
|
struct FrameBufferState {
|
|
u32 topaddr;
|
|
GEBufferFormat fmt;
|
|
int stride;
|
|
};
|
|
|
|
struct WaitVBlankInfo {
|
|
WaitVBlankInfo(u32 tid) : threadID(tid), vcountUnblock(1) {}
|
|
WaitVBlankInfo(u32 tid, int vcount) : threadID(tid), vcountUnblock(vcount) {}
|
|
SceUID threadID;
|
|
// Number of vcounts to block for.
|
|
int vcountUnblock;
|
|
|
|
void DoState(PointerWrap &p) {
|
|
auto s = p.Section("WaitVBlankInfo", 1);
|
|
if (!s)
|
|
return;
|
|
|
|
Do(p, threadID);
|
|
Do(p, vcountUnblock);
|
|
}
|
|
};
|
|
|
|
// STATE BEGIN
|
|
static FrameBufferState framebuf;
|
|
static FrameBufferState latchedFramebuf;
|
|
static bool framebufIsLatched;
|
|
|
|
static int enterVblankEvent = -1;
|
|
static int leaveVblankEvent = -1;
|
|
static int afterFlipEvent = -1;
|
|
static int lagSyncEvent = -1;
|
|
|
|
static double lastLagSync = 0.0;
|
|
static bool lagSyncScheduled = false;
|
|
|
|
// hCount is computed now.
|
|
static int vCount;
|
|
// The "AccumulatedHcount" can be adjusted, this is the base.
|
|
static u32 hCountBase;
|
|
static int isVblank;
|
|
static int numSkippedFrames;
|
|
static bool hasSetMode;
|
|
static int resumeMode;
|
|
static int holdMode;
|
|
static int brightnessLevel;
|
|
static int mode;
|
|
static int width;
|
|
static int height;
|
|
static bool wasPaused;
|
|
static bool flippedThisFrame;
|
|
|
|
// 1.001f to compensate for the classic 59.94 NTSC framerate that the PSP seems to have.
|
|
static const double timePerVblank = 1.001f / 60.0f;
|
|
|
|
// Don't include this in the state, time increases regardless of state.
|
|
static double curFrameTime;
|
|
static double lastFrameTime;
|
|
static double nextFrameTime;
|
|
static int numVBlanks;
|
|
static int numVBlanksSinceFlip;
|
|
|
|
static u64 frameStartTicks;
|
|
const int hCountPerVblank = 286;
|
|
|
|
const int PSP_DISPLAY_MODE_LCD = 0;
|
|
|
|
std::vector<WaitVBlankInfo> vblankWaitingThreads;
|
|
// Key is the callback id it was for, or if no callback, the thread id.
|
|
// Value is the goal vcount number (in case the callback takes >= 1 vcount to return.)
|
|
std::map<SceUID, int> vblankPausedWaits;
|
|
|
|
// STATE END
|
|
|
|
// Called when vblank happens (like an internal interrupt.) Not part of state, should be static.
|
|
std::vector<VblankCallback> vblankListeners;
|
|
|
|
// The vblank period is 731.5 us (0.7315 ms)
|
|
const double vblankMs = 0.7315;
|
|
// These are guesses based on tests.
|
|
const double vsyncStartMs = 0.5925;
|
|
const double vsyncEndMs = 0.7265;
|
|
const double frameMs = 1001.0 / 60.0;
|
|
|
|
enum {
|
|
PSP_DISPLAY_SETBUF_IMMEDIATE = 0,
|
|
PSP_DISPLAY_SETBUF_NEXTFRAME = 1
|
|
};
|
|
|
|
static int lastFpsFrame = 0;
|
|
static double lastFpsTime = 0.0;
|
|
static double fps = 0.0;
|
|
static double fpsHistory[120];
|
|
static int fpsHistorySize = (int)ARRAY_SIZE(fpsHistory);
|
|
static int fpsHistoryPos = 0;
|
|
static int fpsHistoryValid = 0;
|
|
static double frameTimeHistory[600];
|
|
static double frameSleepHistory[600];
|
|
static const int frameTimeHistorySize = (int)ARRAY_SIZE(frameTimeHistory);
|
|
static int frameTimeHistoryPos = 0;
|
|
static int frameTimeHistoryValid = 0;
|
|
static double lastFrameTimeHistory = 0.0;
|
|
static double monitorFpsUntil = 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;
|
|
// For the "max 60 fps" setting.
|
|
static int lastFlipsTooFrequent = 0;
|
|
static u64 lastFlipCycles = 0;
|
|
static u64 nextFlipCycles = 0;
|
|
|
|
void hleEnterVblank(u64 userdata, int cyclesLate);
|
|
void hleLeaveVblank(u64 userdata, int cyclesLate);
|
|
void hleAfterFlip(u64 userdata, int cyclesLate);
|
|
void hleLagSync(u64 userdata, int cyclesLate);
|
|
|
|
void __DisplayVblankBeginCallback(SceUID threadID, SceUID prevCallbackId);
|
|
void __DisplayVblankEndCallback(SceUID threadID, SceUID prevCallbackId);
|
|
int __DisplayGetFlipCount() { return actualFlips; }
|
|
int __DisplayGetVCount() { return vCount; }
|
|
int __DisplayGetNumVblanks() { return numVBlanks; }
|
|
|
|
void __DisplayFlip(int cyclesLate);
|
|
|
|
static void ScheduleLagSync(int over = 0) {
|
|
lagSyncScheduled = g_Config.bForceLagSync;
|
|
if (lagSyncScheduled) {
|
|
// Reset over if it became too high, such as after pausing or initial loading.
|
|
// There's no real sense in it being more than 1/60th of a second.
|
|
if (over > 1000000 / 60) {
|
|
over = 0;
|
|
}
|
|
CoreTiming::ScheduleEvent(usToCycles(1000 + over), lagSyncEvent, 0);
|
|
lastLagSync = time_now_d();
|
|
}
|
|
}
|
|
|
|
void __DisplayInit() {
|
|
hasSetMode = false;
|
|
mode = 0;
|
|
resumeMode = 0;
|
|
holdMode = 0;
|
|
brightnessLevel = 84;
|
|
width = 480;
|
|
height = 272;
|
|
numSkippedFrames = 0;
|
|
numVBlanks = 0;
|
|
numVBlanksSinceFlip = 0;
|
|
flippedThisFrame = false;
|
|
framebufIsLatched = false;
|
|
framebuf.topaddr = 0x04000000;
|
|
framebuf.fmt = GE_FORMAT_8888;
|
|
framebuf.stride = 512;
|
|
memcpy(&latchedFramebuf, &framebuf, sizeof(latchedFramebuf));
|
|
lastFlipsTooFrequent = 0;
|
|
lastFlipCycles = 0;
|
|
nextFlipCycles = 0;
|
|
wasPaused = false;
|
|
|
|
enterVblankEvent = CoreTiming::RegisterEvent("EnterVBlank", &hleEnterVblank);
|
|
leaveVblankEvent = CoreTiming::RegisterEvent("LeaveVBlank", &hleLeaveVblank);
|
|
afterFlipEvent = CoreTiming::RegisterEvent("AfterFlip", &hleAfterFlip);
|
|
|
|
lagSyncEvent = CoreTiming::RegisterEvent("LagSync", &hleLagSync);
|
|
ScheduleLagSync();
|
|
|
|
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs), enterVblankEvent, 0);
|
|
isVblank = 0;
|
|
frameStartTicks = 0;
|
|
vCount = 0;
|
|
hCountBase = 0;
|
|
curFrameTime = 0.0;
|
|
nextFrameTime = 0.0;
|
|
lastFrameTime = 0.0;
|
|
|
|
flips = 0;
|
|
fps = 0.0;
|
|
actualFlips = 0;
|
|
lastActualFlips = 0;
|
|
lastNumFlips = 0;
|
|
fpsHistoryValid = 0;
|
|
fpsHistoryPos = 0;
|
|
frameTimeHistoryValid = 0;
|
|
frameTimeHistoryPos = 0;
|
|
lastFrameTimeHistory = 0.0;
|
|
|
|
__KernelRegisterWaitTypeFuncs(WAITTYPE_VBLANK, __DisplayVblankBeginCallback, __DisplayVblankEndCallback);
|
|
}
|
|
|
|
struct GPUStatistics_v0 {
|
|
int firstInts[11];
|
|
double msProcessingDisplayLists;
|
|
int moreInts[15];
|
|
};
|
|
|
|
void __DisplayDoState(PointerWrap &p) {
|
|
auto s = p.Section("sceDisplay", 1, 7);
|
|
if (!s)
|
|
return;
|
|
|
|
Do(p, framebuf);
|
|
Do(p, latchedFramebuf);
|
|
Do(p, framebufIsLatched);
|
|
Do(p, frameStartTicks);
|
|
Do(p, vCount);
|
|
if (s <= 2) {
|
|
double oldHCountBase;
|
|
Do(p, oldHCountBase);
|
|
hCountBase = (int) oldHCountBase;
|
|
} else {
|
|
Do(p, hCountBase);
|
|
}
|
|
Do(p, isVblank);
|
|
Do(p, hasSetMode);
|
|
Do(p, mode);
|
|
Do(p, resumeMode);
|
|
Do(p, holdMode);
|
|
if (s >= 4) {
|
|
Do(p, brightnessLevel);
|
|
}
|
|
Do(p, width);
|
|
Do(p, height);
|
|
WaitVBlankInfo wvi(0);
|
|
Do(p, vblankWaitingThreads, wvi);
|
|
Do(p, vblankPausedWaits);
|
|
|
|
Do(p, enterVblankEvent);
|
|
CoreTiming::RestoreRegisterEvent(enterVblankEvent, "EnterVBlank", &hleEnterVblank);
|
|
Do(p, leaveVblankEvent);
|
|
CoreTiming::RestoreRegisterEvent(leaveVblankEvent, "LeaveVBlank", &hleLeaveVblank);
|
|
Do(p, afterFlipEvent);
|
|
CoreTiming::RestoreRegisterEvent(afterFlipEvent, "AfterFlip", &hleAfterFlip);
|
|
|
|
if (s >= 5) {
|
|
Do(p, lagSyncEvent);
|
|
Do(p, lagSyncScheduled);
|
|
CoreTiming::RestoreRegisterEvent(lagSyncEvent, "LagSync", &hleLagSync);
|
|
lastLagSync = time_now_d();
|
|
if (lagSyncScheduled != g_Config.bForceLagSync) {
|
|
ScheduleLagSync();
|
|
}
|
|
} else {
|
|
lagSyncEvent = CoreTiming::RegisterEvent("LagSync", &hleLagSync);
|
|
ScheduleLagSync();
|
|
}
|
|
|
|
Do(p, gstate);
|
|
|
|
// TODO: GPU stuff is really not the responsibility of sceDisplay.
|
|
// Display just displays the buffers the GPU has drawn, they are really completely distinct.
|
|
// Maybe a bit tricky to move at this point, though...
|
|
|
|
gstate_c.DoState(p);
|
|
if (s < 2) {
|
|
// This shouldn't have been savestated anyway, but it was.
|
|
// It's unlikely to overlap with the first value in gpuStats.
|
|
int gpuVendorTemp = 0;
|
|
p.ExpectVoid(&gpuVendorTemp, sizeof(gpuVendorTemp));
|
|
}
|
|
if (s < 6) {
|
|
GPUStatistics_v0 oldStats;
|
|
Do(p, oldStats);
|
|
}
|
|
|
|
if (s < 7) {
|
|
u64 now = CoreTiming::GetTicks();
|
|
lastFlipCycles = now;
|
|
nextFlipCycles = now;
|
|
} else {
|
|
Do(p, lastFlipCycles);
|
|
Do(p, nextFlipCycles);
|
|
}
|
|
|
|
gpu->DoState(p);
|
|
|
|
if (p.mode == p.MODE_READ) {
|
|
gpu->ReapplyGfxState();
|
|
|
|
if (hasSetMode) {
|
|
gpu->InitClear();
|
|
}
|
|
gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.stride, framebuf.fmt);
|
|
}
|
|
}
|
|
|
|
void __DisplayShutdown() {
|
|
vblankListeners.clear();
|
|
vblankWaitingThreads.clear();
|
|
}
|
|
|
|
void __DisplayListenVblank(VblankCallback callback) {
|
|
vblankListeners.push_back(callback);
|
|
}
|
|
|
|
static void __DisplayFireVblank() {
|
|
for (std::vector<VblankCallback>::iterator iter = vblankListeners.begin(), end = vblankListeners.end(); iter != end; ++iter) {
|
|
VblankCallback cb = *iter;
|
|
cb();
|
|
}
|
|
}
|
|
|
|
void __DisplayVblankBeginCallback(SceUID threadID, SceUID prevCallbackId) {
|
|
SceUID pauseKey = prevCallbackId == 0 ? threadID : prevCallbackId;
|
|
|
|
// This means two callbacks in a row. PSP crashes if the same callback waits inside itself (may need more testing.)
|
|
// TODO: Handle this better?
|
|
if (vblankPausedWaits.find(pauseKey) != vblankPausedWaits.end()) {
|
|
return;
|
|
}
|
|
|
|
WaitVBlankInfo waitData(0);
|
|
for (size_t i = 0; i < vblankWaitingThreads.size(); i++) {
|
|
WaitVBlankInfo *t = &vblankWaitingThreads[i];
|
|
if (t->threadID == threadID) {
|
|
waitData = *t;
|
|
vblankWaitingThreads.erase(vblankWaitingThreads.begin() + i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (waitData.threadID != threadID) {
|
|
WARN_LOG_REPORT(SCEDISPLAY, "sceDisplayWaitVblankCB: could not find waiting thread info.");
|
|
return;
|
|
}
|
|
|
|
vblankPausedWaits[pauseKey] = vCount + waitData.vcountUnblock;
|
|
DEBUG_LOG(SCEDISPLAY, "sceDisplayWaitVblankCB: Suspending vblank wait for callback");
|
|
}
|
|
|
|
void __DisplayVblankEndCallback(SceUID threadID, SceUID prevCallbackId) {
|
|
SceUID pauseKey = prevCallbackId == 0 ? threadID : prevCallbackId;
|
|
|
|
// Probably should not be possible.
|
|
if (vblankPausedWaits.find(pauseKey) == vblankPausedWaits.end()) {
|
|
__KernelResumeThreadFromWait(threadID, 0);
|
|
return;
|
|
}
|
|
|
|
int vcountUnblock = vblankPausedWaits[pauseKey];
|
|
vblankPausedWaits.erase(pauseKey);
|
|
if (vcountUnblock <= vCount) {
|
|
__KernelResumeThreadFromWait(threadID, 0);
|
|
return;
|
|
}
|
|
|
|
// Still have to wait a bit longer.
|
|
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread(), vcountUnblock - vCount));
|
|
DEBUG_LOG(SCEDISPLAY, "sceDisplayWaitVblankCB: Resuming vblank wait from callback");
|
|
}
|
|
|
|
// TODO: Also average actualFps
|
|
void __DisplayGetFPS(float *out_vps, float *out_fps, float *out_actual_fps) {
|
|
*out_vps = fps;
|
|
*out_fps = flips;
|
|
*out_actual_fps = actualFps;
|
|
}
|
|
|
|
void __DisplayGetVPS(float *out_vps) {
|
|
*out_vps = fps;
|
|
}
|
|
|
|
void __DisplayGetAveragedFPS(float *out_vps, float *out_fps) {
|
|
float avg = 0.0;
|
|
if (fpsHistoryValid > 0) {
|
|
for (int i = 0; i < fpsHistoryValid; ++i) {
|
|
avg += fpsHistory[i];
|
|
}
|
|
avg /= (double) fpsHistoryValid;
|
|
}
|
|
|
|
*out_vps = *out_fps = avg;
|
|
}
|
|
|
|
static bool IsRunningSlow() {
|
|
// 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 < System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE) * 0.999;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void CalculateFPS() {
|
|
double now = time_now_d();
|
|
|
|
if (now >= lastFpsTime + 1.0) {
|
|
double frames = (numVBlanks - lastFpsFrame);
|
|
actualFps = (actualFlips - lastActualFlips);
|
|
|
|
fps = frames / (now - lastFpsTime);
|
|
flips = 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) {
|
|
frameTimeHistory[frameTimeHistoryPos++] = now - lastFrameTimeHistory;
|
|
lastFrameTimeHistory = now;
|
|
frameTimeHistoryPos = frameTimeHistoryPos % frameTimeHistorySize;
|
|
if (frameTimeHistoryValid < frameTimeHistorySize) {
|
|
++frameTimeHistoryValid;
|
|
}
|
|
frameSleepHistory[frameTimeHistoryPos] = 0.0;
|
|
}
|
|
}
|
|
|
|
double *__DisplayGetFrameTimes(int *out_valid, int *out_pos, double **out_sleep) {
|
|
*out_valid = frameTimeHistoryValid;
|
|
*out_pos = frameTimeHistoryPos;
|
|
*out_sleep = frameSleepHistory;
|
|
return frameTimeHistory;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
|
|
|
|
void __DisplaySetWasPaused() {
|
|
wasPaused = true;
|
|
}
|
|
|
|
static bool FrameTimingThrottled() {
|
|
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 && g_Config.iFpsLimit1 == 0) {
|
|
return false;
|
|
}
|
|
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2 && g_Config.iFpsLimit2 == 0) {
|
|
return false;
|
|
}
|
|
return !PSP_CoreParameter().unthrottle;
|
|
}
|
|
|
|
static void DoFrameDropLogging(float scaledTimestep) {
|
|
if (lastFrameTime != 0.0 && !wasPaused && lastFrameTime + scaledTimestep < curFrameTime) {
|
|
const double actualTimestep = curFrameTime - lastFrameTime;
|
|
|
|
char stats[4096];
|
|
__DisplayGetDebugStats(stats, sizeof(stats));
|
|
NOTICE_LOG(SCEDISPLAY, "Dropping frames - budget = %.2fms / %.1ffps, actual = %.2fms (+%.2fms) / %.1ffps\n%s", scaledTimestep * 1000.0, 1.0 / scaledTimestep, actualTimestep * 1000.0, (actualTimestep - scaledTimestep) * 1000.0, 1.0 / actualTimestep, stats);
|
|
}
|
|
}
|
|
|
|
static int CalculateFrameSkip() {
|
|
int frameSkipNum;
|
|
if (g_Config.iFrameSkipType == 1) {
|
|
// Calculate the frames to skip dynamically using the set percentage of the current fps
|
|
frameSkipNum = 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;
|
|
}
|
|
|
|
// Let's collect all the throttling and frameskipping logic here.
|
|
static void DoFrameTiming(bool &throttle, bool &skipFrame, float timestep) {
|
|
PROFILE_THIS_SCOPE("timing");
|
|
FPSLimit fpsLimiter = PSP_CoreParameter().fpsLimit;
|
|
int fpsLimit = 60;
|
|
if (fpsLimiter != FPSLimit::NORMAL)
|
|
fpsLimit = fpsLimiter == FPSLimit::CUSTOM1 ? g_Config.iFpsLimit1 : g_Config.iFpsLimit2;
|
|
throttle = FrameTimingThrottled();
|
|
skipFrame = false;
|
|
|
|
// Check if the frameskipping code should be enabled. If neither throttling or frameskipping is on,
|
|
// we have nothing to do here.
|
|
bool doFrameSkip = g_Config.iFrameSkip != 0;
|
|
|
|
bool unthrottleNeedsSkip = g_Config.iUnthrottleMode == (int)UnthrottleMode::SKIP_DRAW;
|
|
if (g_Config.bVSync && GetGPUBackend() == GPUBackend::VULKAN) {
|
|
// Vulkan doesn't support the interval setting, so we force frameskip.
|
|
unthrottleNeedsSkip = true;
|
|
// If it's not a clean multiple of 60, we may need frameskip to achieve it.
|
|
if (fpsLimit == 0 || (fpsLimit >= 0 && fpsLimit != 15 && fpsLimit != 30 && fpsLimit != 60)) {
|
|
doFrameSkip = true;
|
|
}
|
|
}
|
|
if (!throttle && unthrottleNeedsSkip) {
|
|
doFrameSkip = true;
|
|
skipFrame = true;
|
|
if (numSkippedFrames >= 7) {
|
|
skipFrame = false;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!throttle && !doFrameSkip)
|
|
return;
|
|
|
|
float scaledTimestep = timestep;
|
|
if (fpsLimit > 0 && fpsLimit != 60) {
|
|
scaledTimestep *= 60.0f / fpsLimit;
|
|
}
|
|
|
|
if (lastFrameTime == 0.0 || wasPaused) {
|
|
nextFrameTime = time_now_d() + scaledTimestep;
|
|
} else {
|
|
// Advance lastFrameTime by a constant amount each frame,
|
|
// but don't let it get too far behind as things can get very jumpy.
|
|
const double maxFallBehindFrames = 5.5;
|
|
|
|
nextFrameTime = std::max(lastFrameTime + scaledTimestep, time_now_d() - maxFallBehindFrames * scaledTimestep);
|
|
}
|
|
curFrameTime = time_now_d();
|
|
|
|
if (g_Config.bLogFrameDrops) {
|
|
DoFrameDropLogging(scaledTimestep);
|
|
}
|
|
|
|
// Auto-frameskip automatically if speed limit is set differently than the default.
|
|
bool useAutoFrameskip = g_Config.bAutoFrameSkip && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
|
|
bool forceFrameskip = fpsLimit > 60 && unthrottleNeedsSkip;
|
|
int frameSkipNum = CalculateFrameSkip();
|
|
if (g_Config.bAutoFrameSkip || forceFrameskip) {
|
|
// autoframeskip
|
|
// Argh, we are falling behind! Let's skip a frame and see if we catch up.
|
|
if (curFrameTime > nextFrameTime && doFrameSkip) {
|
|
skipFrame = true;
|
|
if (forceFrameskip) {
|
|
throttle = false;
|
|
}
|
|
}
|
|
} else if (frameSkipNum >= 1) {
|
|
// fixed frameskip
|
|
if (numSkippedFrames >= frameSkipNum)
|
|
skipFrame = false;
|
|
else
|
|
skipFrame = true;
|
|
}
|
|
|
|
// TODO: This is NOT where we should wait, really! We should mark each outgoing frame with the desired
|
|
// timestamp to push it to display, and sleep in the render thread to achieve that.
|
|
|
|
if (curFrameTime < nextFrameTime && throttle) {
|
|
// If time gap is huge just jump (somebody unthrottled)
|
|
if (nextFrameTime - curFrameTime > 2*scaledTimestep) {
|
|
nextFrameTime = curFrameTime;
|
|
} else {
|
|
// Wait until we've caught up.
|
|
while (time_now_d() < nextFrameTime) {
|
|
#ifdef _WIN32
|
|
sleep_ms(1); // Sleep for 1ms on this thread
|
|
#else
|
|
const double left = nextFrameTime - curFrameTime;
|
|
usleep((long)(left * 1000000));
|
|
#endif
|
|
}
|
|
}
|
|
curFrameTime = time_now_d();
|
|
}
|
|
|
|
lastFrameTime = nextFrameTime;
|
|
wasPaused = false;
|
|
}
|
|
|
|
static void DoFrameIdleTiming() {
|
|
PROFILE_THIS_SCOPE("timing");
|
|
if (!FrameTimingThrottled() || !g_Config.bEnableSound || wasPaused) {
|
|
return;
|
|
}
|
|
|
|
double before = time_now_d();
|
|
double dist = before - lastFrameTime;
|
|
// Ignore if the distance is just crazy. May mean wrap or pause.
|
|
if (dist < 0.0 || dist >= 15 * timePerVblank) {
|
|
return;
|
|
}
|
|
|
|
float scaledVblank = timePerVblank;
|
|
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 && g_Config.iFpsLimit1 > 0) {
|
|
// 0 is handled in FrameTimingThrottled().
|
|
scaledVblank *= 60.0f / g_Config.iFpsLimit1;
|
|
} else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2 && g_Config.iFpsLimit2 > 0) {
|
|
scaledVblank *= 60.0f / g_Config.iFpsLimit2;
|
|
}
|
|
|
|
// If we have over at least a vblank of spare time, maintain at least 30fps in delay.
|
|
// This prevents fast forward during loading screens.
|
|
// Give a little extra wiggle room in case the next vblank does more work.
|
|
const double goal = lastFrameTime + (numVBlanksSinceFlip - 1) * scaledVblank - 0.001;
|
|
if (numVBlanksSinceFlip >= 2 && before < goal) {
|
|
double cur_time;
|
|
while ((cur_time = time_now_d()) < goal) {
|
|
#ifdef _WIN32
|
|
sleep_ms(1);
|
|
#else
|
|
const double left = goal - cur_time;
|
|
usleep((long)(left * 1000000));
|
|
#endif
|
|
}
|
|
|
|
if (g_Config.bDrawFrameGraph) {
|
|
frameSleepHistory[frameTimeHistoryPos] += time_now_d() - before;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void hleEnterVblank(u64 userdata, int cyclesLate) {
|
|
int vbCount = userdata;
|
|
|
|
VERBOSE_LOG(SCEDISPLAY, "Enter VBlank %i", vbCount);
|
|
|
|
isVblank = 1;
|
|
vCount++; // vCount increases at each VBLANK.
|
|
hCountBase += hCountPerVblank; // This is the "accumulated" hcount base.
|
|
if (hCountBase > 0x7FFFFFFF) {
|
|
hCountBase -= 0x80000000;
|
|
}
|
|
frameStartTicks = CoreTiming::GetTicks();
|
|
|
|
CoreTiming::ScheduleEvent(msToCycles(vblankMs) - cyclesLate, leaveVblankEvent, vbCount + 1);
|
|
|
|
// Trigger VBlank interrupt handlers.
|
|
__TriggerInterrupt(PSP_INTR_IMMEDIATE | PSP_INTR_ONLY_IF_ENABLED | PSP_INTR_ALWAYS_RESCHED, PSP_VBLANK_INTR, PSP_INTR_SUB_ALL);
|
|
|
|
// Wake up threads waiting for VBlank
|
|
u32 error;
|
|
bool wokeThreads = false;
|
|
for (size_t i = 0; i < vblankWaitingThreads.size(); i++) {
|
|
if (--vblankWaitingThreads[i].vcountUnblock == 0) {
|
|
// Only wake it if it wasn't already released by someone else.
|
|
SceUID waitID = __KernelGetWaitID(vblankWaitingThreads[i].threadID, WAITTYPE_VBLANK, error);
|
|
if (waitID == 1) {
|
|
__KernelResumeThreadFromWait(vblankWaitingThreads[i].threadID, 0);
|
|
wokeThreads = true;
|
|
}
|
|
vblankWaitingThreads.erase(vblankWaitingThreads.begin() + i--);
|
|
}
|
|
}
|
|
if (wokeThreads) {
|
|
__KernelReSchedule("entered vblank");
|
|
}
|
|
|
|
numVBlanks++;
|
|
numVBlanksSinceFlip++;
|
|
|
|
// TODO: Should this be done here or in hleLeaveVblank?
|
|
if (framebufIsLatched) {
|
|
DEBUG_LOG(SCEDISPLAY, "Setting latched framebuffer %08x (prev: %08x)", latchedFramebuf.topaddr, framebuf.topaddr);
|
|
framebuf = latchedFramebuf;
|
|
framebufIsLatched = false;
|
|
gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.stride, framebuf.fmt);
|
|
__DisplayFlip(cyclesLate);
|
|
} else if (!flippedThisFrame) {
|
|
// Gotta flip even if sceDisplaySetFramebuf was not called.
|
|
__DisplayFlip(cyclesLate);
|
|
}
|
|
}
|
|
|
|
void __DisplayFlip(int cyclesLate) {
|
|
flippedThisFrame = true;
|
|
// We flip only if the framebuffer was dirty. This eliminates flicker when using
|
|
// non-buffered rendering. The interaction with frame skipping seems to need
|
|
// some work.
|
|
// But, let's flip at least once every 10 vblanks, to update fps, etc.
|
|
const bool noRecentFlip = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && numVBlanksSinceFlip >= 10;
|
|
// Also let's always flip for animated shaders.
|
|
bool postEffectRequiresFlip = false;
|
|
|
|
bool duplicateFrames = g_Config.bRenderDuplicateFrames && g_Config.iFrameSkip == 0;
|
|
|
|
bool unthrottleNeedsSkip = g_Config.iUnthrottleMode != (int)UnthrottleMode::CONTINUOUS;
|
|
if (g_Config.bVSync && GetGPUBackend() == GPUBackend::VULKAN) {
|
|
// Vulkan doesn't support the interval setting, so we force frameskip.
|
|
unthrottleNeedsSkip = true;
|
|
}
|
|
|
|
// postEffectRequiresFlip is not compatible with frameskip unthrottling, see #12325.
|
|
if (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE && !(unthrottleNeedsSkip && !FrameTimingThrottled())) {
|
|
postEffectRequiresFlip = duplicateFrames || g_Config.bShaderChainRequires60FPS;
|
|
}
|
|
|
|
const bool fbDirty = gpu->FramebufferDirty();
|
|
|
|
if (fbDirty || noRecentFlip || postEffectRequiresFlip) {
|
|
int frameSleepPos = frameTimeHistoryPos;
|
|
CalculateFPS();
|
|
|
|
// Let the user know if we're running slow, so they know to adjust settings.
|
|
// Sometimes users just think the sound emulation is broken.
|
|
static bool hasNotifiedSlow = false;
|
|
if (!g_Config.bHideSlowWarnings && !hasNotifiedSlow && PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL && IsRunningSlow()) {
|
|
#ifndef _DEBUG
|
|
auto err = GetI18NCategory("Error");
|
|
if (g_Config.bSoftwareRendering) {
|
|
host->NotifyUserMessage(err->T("Running slow: Try turning off Software Rendering"), 6.0f, 0xFF30D0D0);
|
|
} else {
|
|
host->NotifyUserMessage(err->T("Running slow: try frameskip, sound is choppy when slow"), 6.0f, 0xFF30D0D0);
|
|
}
|
|
#endif
|
|
hasNotifiedSlow = true;
|
|
}
|
|
|
|
bool forceNoFlip = false;
|
|
// Alternative to frameskip unthrottle, where we draw everything.
|
|
// Useful if skipping a frame breaks graphics or for checking drawing speed.
|
|
if (g_Config.iUnthrottleMode == (int)UnthrottleMode::SKIP_FLIP && !FrameTimingThrottled()) {
|
|
static double lastFlip = 0;
|
|
double now = time_now_d();
|
|
if ((now - lastFlip) < 1.0f / System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE)) {
|
|
forceNoFlip = true;
|
|
} else {
|
|
lastFlip = now;
|
|
}
|
|
}
|
|
|
|
// Setting CORE_NEXTFRAME causes a swap.
|
|
const bool fbReallyDirty = gpu->FramebufferReallyDirty();
|
|
if (fbReallyDirty || noRecentFlip || postEffectRequiresFlip) {
|
|
// Check first though, might've just quit / been paused.
|
|
if (!forceNoFlip && Core_NextFrame()) {
|
|
gpu->CopyDisplayToOutput(fbReallyDirty);
|
|
if (fbReallyDirty) {
|
|
actualFlips++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (fbDirty) {
|
|
gpuStats.numFlips++;
|
|
}
|
|
|
|
bool throttle, skipFrame;
|
|
DoFrameTiming(throttle, skipFrame, (float)numVBlanksSinceFlip * timePerVblank);
|
|
|
|
int maxFrameskip = 8;
|
|
int frameSkipNum = CalculateFrameSkip();
|
|
if (throttle) {
|
|
// 4 here means 1 drawn, 4 skipped - so 12 fps minimum.
|
|
maxFrameskip = frameSkipNum;
|
|
}
|
|
if (numSkippedFrames >= maxFrameskip || GPURecord::IsActivePending()) {
|
|
skipFrame = false;
|
|
}
|
|
|
|
if (skipFrame) {
|
|
gstate_c.skipDrawReason |= SKIPDRAW_SKIPFRAME;
|
|
numSkippedFrames++;
|
|
} else {
|
|
gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPFRAME;
|
|
numSkippedFrames = 0;
|
|
}
|
|
|
|
// Returning here with coreState == CORE_NEXTFRAME causes a buffer flip to happen (next frame).
|
|
// Right after, we regain control for a little bit in hleAfterFlip. I think that's a great
|
|
// place to do housekeeping.
|
|
|
|
CoreTiming::ScheduleEvent(0 - cyclesLate, afterFlipEvent, 0);
|
|
numVBlanksSinceFlip = 0;
|
|
|
|
if (g_Config.bDrawFrameGraph) {
|
|
// Track how long we sleep (whether vsync or sleep_ms.)
|
|
frameSleepHistory[frameSleepPos] += time_now_d() - lastFrameTimeHistory;
|
|
}
|
|
} else {
|
|
// Okay, there's no new frame to draw. But audio may be playing, so we need to time still.
|
|
DoFrameIdleTiming();
|
|
}
|
|
}
|
|
|
|
void hleAfterFlip(u64 userdata, int cyclesLate) {
|
|
gpu->BeginFrame(); // doesn't really matter if begin or end of frame.
|
|
PPGeNotifyFrame();
|
|
|
|
// This seems like as good a time as any to check if the config changed.
|
|
if (lagSyncScheduled != g_Config.bForceLagSync) {
|
|
ScheduleLagSync();
|
|
}
|
|
}
|
|
|
|
void hleLeaveVblank(u64 userdata, int cyclesLate) {
|
|
isVblank = 0;
|
|
flippedThisFrame = false;
|
|
VERBOSE_LOG(SCEDISPLAY,"Leave VBlank %i", (int)userdata - 1);
|
|
CoreTiming::ScheduleEvent(msToCycles(frameMs - vblankMs) - cyclesLate, enterVblankEvent, userdata);
|
|
|
|
// Fire the vblank listeners after the vblank completes.
|
|
__DisplayFireVblank();
|
|
}
|
|
|
|
void hleLagSync(u64 userdata, int cyclesLate) {
|
|
// The goal here is to prevent network, audio, and input lag from the real world.
|
|
// Our normal timing is very "stop and go". This is efficient, but causes real world lag.
|
|
// This event (optionally) runs every 1ms to sync with the real world.
|
|
PROFILE_THIS_SCOPE("timing");
|
|
|
|
if (!FrameTimingThrottled()) {
|
|
lagSyncScheduled = false;
|
|
return;
|
|
}
|
|
|
|
float scale = 1.0f;
|
|
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 && g_Config.iFpsLimit1 > 0) {
|
|
// 0 is handled in FrameTimingThrottled().
|
|
scale = 60.0f / g_Config.iFpsLimit1;
|
|
} else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2 && g_Config.iFpsLimit2 > 0) {
|
|
scale = 60.0f / g_Config.iFpsLimit2;
|
|
}
|
|
|
|
const double goal = lastLagSync + (scale / 1000.0f);
|
|
double before = time_now_d();
|
|
// Don't lag too long ever, if they leave it paused.
|
|
double now = before;
|
|
while (now < goal && goal < now + 0.01) {
|
|
// Tight loop on win32 - intentionally, as timing is otherwise not precise enough.
|
|
#ifndef _WIN32
|
|
const double left = goal - now;
|
|
usleep((long)(left * 1000000.0));
|
|
#endif
|
|
now = time_now_d();
|
|
}
|
|
|
|
const int emuOver = (int)cyclesToUs(cyclesLate);
|
|
const int over = (int)((now - goal) * 1000000);
|
|
ScheduleLagSync(over - emuOver);
|
|
|
|
if (g_Config.bDrawFrameGraph) {
|
|
frameSleepHistory[frameTimeHistoryPos] += now - before;
|
|
}
|
|
}
|
|
|
|
static u32 sceDisplayIsVblank() {
|
|
return hleLogSuccessI(SCEDISPLAY, isVblank);
|
|
}
|
|
|
|
static int DisplayWaitForVblanks(const char *reason, int vblanks, bool callbacks = false) {
|
|
const s64 ticksIntoFrame = CoreTiming::GetTicks() - frameStartTicks;
|
|
const s64 cyclesToNextVblank = msToCycles(frameMs) - ticksIntoFrame;
|
|
|
|
// These syscalls take about 115 us, so if the next vblank is before then, we're waiting extra.
|
|
// At least, on real firmware a wait >= 16500 into the frame will wait two.
|
|
if (cyclesToNextVblank <= usToCycles(115)) {
|
|
++vblanks;
|
|
}
|
|
|
|
vblankWaitingThreads.push_back(WaitVBlankInfo(__KernelGetCurThread(), vblanks));
|
|
__KernelWaitCurThread(WAITTYPE_VBLANK, 1, 0, 0, callbacks, reason);
|
|
|
|
return hleLogSuccessVerboseI(SCEDISPLAY, 0, "waiting for %d vblanks", vblanks);
|
|
}
|
|
|
|
static u32 sceDisplaySetMode(int displayMode, int displayWidth, int displayHeight) {
|
|
if (displayMode != PSP_DISPLAY_MODE_LCD || displayWidth != 480 || displayHeight != 272) {
|
|
WARN_LOG_REPORT(SCEDISPLAY, "Video out requested, not supported: mode=%d size=%d,%d", displayMode, displayWidth, displayHeight);
|
|
}
|
|
if (displayMode != PSP_DISPLAY_MODE_LCD) {
|
|
return hleLogWarning(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_MODE, "invalid mode");
|
|
}
|
|
if (displayWidth != 480 || displayHeight != 272) {
|
|
return hleLogWarning(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_SIZE, "invalid size");
|
|
}
|
|
|
|
if (!hasSetMode) {
|
|
gpu->InitClear();
|
|
hasSetMode = true;
|
|
}
|
|
mode = displayMode;
|
|
width = displayWidth;
|
|
height = displayHeight;
|
|
|
|
hleLogSuccessI(SCEDISPLAY, 0);
|
|
// On success, this implicitly waits for a vblank start.
|
|
return DisplayWaitForVblanks("display mode", 1);
|
|
}
|
|
|
|
void __DisplaySetFramebuf(u32 topaddr, int linesize, int pixelFormat, int sync) {
|
|
FrameBufferState fbstate = {0};
|
|
fbstate.topaddr = topaddr;
|
|
fbstate.fmt = (GEBufferFormat)pixelFormat;
|
|
fbstate.stride = linesize;
|
|
|
|
if (sync == PSP_DISPLAY_SETBUF_IMMEDIATE) {
|
|
// Write immediately to the current framebuffer parameters.
|
|
framebuf = fbstate;
|
|
// Also update latchedFramebuf for any sceDisplayGetFramebuf() after this.
|
|
latchedFramebuf = fbstate;
|
|
gpu->SetDisplayFramebuffer(framebuf.topaddr, framebuf.stride, framebuf.fmt);
|
|
// IMMEDIATE means that the buffer is fine. We can just flip immediately.
|
|
// Doing it in non-buffered though creates problems (black screen) on occasion though
|
|
// so let's not.
|
|
if (!flippedThisFrame && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE)
|
|
__DisplayFlip(0);
|
|
} else {
|
|
// Delay the write until vblank
|
|
latchedFramebuf = fbstate;
|
|
framebufIsLatched = true;
|
|
|
|
// If we update the format or stride, this affects the current framebuf immediately.
|
|
framebuf.fmt = latchedFramebuf.fmt;
|
|
framebuf.stride = latchedFramebuf.stride;
|
|
}
|
|
}
|
|
|
|
// Some games (GTA) never call this during gameplay, so bad place to put a framerate counter.
|
|
u32 sceDisplaySetFramebuf(u32 topaddr, int linesize, int pixelformat, int sync) {
|
|
if (sync != PSP_DISPLAY_SETBUF_IMMEDIATE && sync != PSP_DISPLAY_SETBUF_NEXTFRAME) {
|
|
return hleLogError(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_MODE, "invalid sync mode");
|
|
}
|
|
if (topaddr != 0 && !Memory::IsRAMAddress(topaddr) && !Memory::IsVRAMAddress(topaddr)) {
|
|
return hleLogError(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_POINTER, "invalid address");
|
|
}
|
|
if ((topaddr & 0xF) != 0) {
|
|
return hleLogError(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_POINTER, "misaligned address");
|
|
}
|
|
if ((linesize & 0x3F) != 0 || (linesize == 0 && topaddr != 0)) {
|
|
return hleLogError(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_SIZE, "invalid stride");
|
|
}
|
|
if (pixelformat < 0 || pixelformat > GE_FORMAT_8888) {
|
|
return hleLogError(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_FORMAT, "invalid format");
|
|
}
|
|
|
|
if (sync == PSP_DISPLAY_SETBUF_IMMEDIATE) {
|
|
if ((GEBufferFormat)pixelformat != latchedFramebuf.fmt || linesize != latchedFramebuf.stride) {
|
|
return hleReportError(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_MODE, "must change latched framebuf first");
|
|
}
|
|
}
|
|
|
|
hleEatCycles(290);
|
|
|
|
s64 delayCycles = 0;
|
|
// Don't count transitions between display off and display on.
|
|
if (topaddr != 0 && topaddr != framebuf.topaddr && framebuf.topaddr != 0 && PSP_CoreParameter().compat.flags().ForceMax60FPS) {
|
|
// sceDisplaySetFramebuf() isn't supposed to delay threads at all. This is a hack.
|
|
// So let's only delay when it's more than 1ms.
|
|
const s64 FLIP_DELAY_CYCLES_MIN = usToCycles(1000);
|
|
// Some games (like Final Fantasy 4) only call this too much in spurts.
|
|
// The goal is to fix games where this would result in a consistent overhead.
|
|
const int FLIP_DELAY_MIN_FLIPS = 30;
|
|
// Since we move nextFlipCycles forward a whole frame each time, we allow it to be a little ahead.
|
|
// Otherwise it'll always be ahead if the game messes up even once.
|
|
const s64 LEEWAY_CYCLES_PER_FLIP = usToCycles(10);
|
|
|
|
u64 now = CoreTiming::GetTicks();
|
|
s64 cyclesAhead = nextFlipCycles - now;
|
|
if (cyclesAhead > FLIP_DELAY_CYCLES_MIN) {
|
|
if (lastFlipsTooFrequent >= FLIP_DELAY_MIN_FLIPS) {
|
|
delayCycles = cyclesAhead;
|
|
} else {
|
|
++lastFlipsTooFrequent;
|
|
}
|
|
} else if (-lastFlipsTooFrequent < FLIP_DELAY_MIN_FLIPS) {
|
|
--lastFlipsTooFrequent;
|
|
}
|
|
|
|
// 1001 to account for NTSC timing (59.94 fps.)
|
|
u64 expected = msToCycles(1001) / 60 - LEEWAY_CYCLES_PER_FLIP;
|
|
lastFlipCycles = now;
|
|
nextFlipCycles = std::max(lastFlipCycles, nextFlipCycles) + expected;
|
|
}
|
|
|
|
__DisplaySetFramebuf(topaddr, linesize, pixelformat, sync);
|
|
|
|
// No delaying while inside an interrupt. It'll cause idle threads to starve.
|
|
if (delayCycles > 0 && !__IsInInterrupt()) {
|
|
// Okay, the game is going at too high a frame rate. God of War and Fat Princess both do this.
|
|
// Simply eating the cycles works and is fast, but breaks other games (like Jeanne d'Arc.)
|
|
// So, instead, we delay this HLE thread only (a small deviation from correct behavior.)
|
|
return hleDelayResult(hleLogSuccessI(SCEDISPLAY, 0, "delaying frame thread"), "set framebuf", cyclesToUs(delayCycles));
|
|
} else {
|
|
if (topaddr == 0) {
|
|
return hleLogSuccessI(SCEDISPLAY, 0, "disabling display");
|
|
} else {
|
|
return hleLogSuccessI(SCEDISPLAY, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool __DisplayGetFramebuf(PSPPointer<u8> *topaddr, u32 *linesize, u32 *pixelFormat, int latchedMode) {
|
|
const FrameBufferState &fbState = latchedMode == PSP_DISPLAY_SETBUF_NEXTFRAME ? latchedFramebuf : framebuf;
|
|
if (topaddr != nullptr)
|
|
(*topaddr).ptr = fbState.topaddr;
|
|
if (linesize != nullptr)
|
|
*linesize = fbState.stride;
|
|
if (pixelFormat != nullptr)
|
|
*pixelFormat = fbState.fmt;
|
|
|
|
return true;
|
|
}
|
|
|
|
static u32 sceDisplayGetFramebuf(u32 topaddrPtr, u32 linesizePtr, u32 pixelFormatPtr, int latchedMode) {
|
|
const FrameBufferState &fbState = latchedMode == PSP_DISPLAY_SETBUF_NEXTFRAME ? latchedFramebuf : framebuf;
|
|
|
|
if (Memory::IsValidAddress(topaddrPtr))
|
|
Memory::Write_U32(fbState.topaddr, topaddrPtr);
|
|
if (Memory::IsValidAddress(linesizePtr))
|
|
Memory::Write_U32(fbState.stride, linesizePtr);
|
|
if (Memory::IsValidAddress(pixelFormatPtr))
|
|
Memory::Write_U32(fbState.fmt, pixelFormatPtr);
|
|
|
|
return hleLogSuccessI(SCEDISPLAY, 0);
|
|
}
|
|
|
|
static int DisplayWaitForVblanksCB(const char *reason, int vblanks) {
|
|
return DisplayWaitForVblanks(reason, vblanks, true);
|
|
}
|
|
|
|
static u32 sceDisplayWaitVblankStart() {
|
|
return DisplayWaitForVblanks("vblank start waited", 1);
|
|
}
|
|
|
|
static u32 sceDisplayWaitVblank() {
|
|
if (!isVblank) {
|
|
return DisplayWaitForVblanks("vblank waited", 1);
|
|
} else {
|
|
hleEatCycles(1110);
|
|
hleReSchedule("vblank wait skipped");
|
|
return hleLogSuccessI(SCEDISPLAY, 1, "not waiting since in vblank");
|
|
}
|
|
}
|
|
|
|
static u32 sceDisplayWaitVblankStartMulti(int vblanks) {
|
|
if (vblanks <= 0) {
|
|
return hleLogWarning(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_VALUE, "invalid number of vblanks");
|
|
}
|
|
if (!__KernelIsDispatchEnabled())
|
|
return hleLogWarning(SCEDISPLAY, SCE_KERNEL_ERROR_CAN_NOT_WAIT, "dispatch disabled");
|
|
if (__IsInInterrupt())
|
|
return hleLogWarning(SCEDISPLAY, SCE_KERNEL_ERROR_ILLEGAL_CONTEXT, "in interrupt");
|
|
|
|
return DisplayWaitForVblanks("vblank start multi waited", vblanks);
|
|
}
|
|
|
|
static u32 sceDisplayWaitVblankCB() {
|
|
if (!isVblank) {
|
|
return DisplayWaitForVblanksCB("vblank waited", 1);
|
|
} else {
|
|
hleEatCycles(1110);
|
|
hleReSchedule("vblank wait skipped");
|
|
return hleLogSuccessI(SCEDISPLAY, 1, "not waiting since in vblank");
|
|
}
|
|
}
|
|
|
|
static u32 sceDisplayWaitVblankStartCB() {
|
|
return DisplayWaitForVblanksCB("vblank start waited", 1);
|
|
}
|
|
|
|
static u32 sceDisplayWaitVblankStartMultiCB(int vblanks) {
|
|
if (vblanks <= 0) {
|
|
return hleLogWarning(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_VALUE, "invalid number of vblanks");
|
|
}
|
|
if (!__KernelIsDispatchEnabled())
|
|
return hleLogWarning(SCEDISPLAY, SCE_KERNEL_ERROR_CAN_NOT_WAIT, "dispatch disabled");
|
|
if (__IsInInterrupt())
|
|
return hleLogWarning(SCEDISPLAY, SCE_KERNEL_ERROR_ILLEGAL_CONTEXT, "in interrupt");
|
|
|
|
return DisplayWaitForVblanksCB("vblank start multi waited", vblanks);
|
|
}
|
|
|
|
static u32 sceDisplayGetVcount() {
|
|
hleEatCycles(150);
|
|
hleReSchedule("get vcount");
|
|
return hleLogSuccessVerboseI(SCEDISPLAY, vCount);
|
|
}
|
|
|
|
static u32 __DisplayGetCurrentHcount() {
|
|
const int ticksIntoFrame = 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);
|
|
}
|
|
|
|
static u32 __DisplayGetAccumulatedHcount() {
|
|
// The hCount is always a positive int, and wraps from 0x7FFFFFFF -> 0.
|
|
int value = hCountBase + __DisplayGetCurrentHcount();
|
|
return value & 0x7FFFFFFF;
|
|
}
|
|
|
|
static u32 sceDisplayGetCurrentHcount() {
|
|
hleEatCycles(275);
|
|
return hleLogSuccessI(SCEDISPLAY, __DisplayGetCurrentHcount());
|
|
}
|
|
|
|
static int sceDisplayAdjustAccumulatedHcount(int value) {
|
|
if (value < 0) {
|
|
return hleLogError(SCEDISPLAY, SCE_KERNEL_ERROR_INVALID_VALUE, "invalid value");
|
|
}
|
|
|
|
// Since it includes the current hCount, find the difference to apply to the base.
|
|
u32 accumHCount = __DisplayGetAccumulatedHcount();
|
|
int diff = value - accumHCount;
|
|
hCountBase += diff;
|
|
|
|
return hleLogSuccessI(SCEDISPLAY, 0);
|
|
}
|
|
|
|
static int sceDisplayGetAccumulatedHcount() {
|
|
u32 accumHCount = __DisplayGetAccumulatedHcount();
|
|
hleEatCycles(235);
|
|
return hleLogSuccessI(SCEDISPLAY, accumHCount);
|
|
}
|
|
|
|
static float sceDisplayGetFramePerSec() {
|
|
const static float framePerSec = 59.9400599f;
|
|
VERBOSE_LOG(SCEDISPLAY,"%f=sceDisplayGetFramePerSec()", framePerSec);
|
|
return framePerSec; // (9MHz * 1)/(525 * 286)
|
|
}
|
|
|
|
static u32 sceDisplayIsForeground() {
|
|
int result = hasSetMode && framebuf.topaddr != 0 ? 1 : 0;
|
|
return hleLogSuccessI(SCEDISPLAY, result);
|
|
}
|
|
|
|
static u32 sceDisplayGetMode(u32 modeAddr, u32 widthAddr, u32 heightAddr) {
|
|
if (Memory::IsValidAddress(modeAddr))
|
|
Memory::Write_U32(mode, modeAddr);
|
|
if (Memory::IsValidAddress(widthAddr))
|
|
Memory::Write_U32(width, widthAddr);
|
|
if (Memory::IsValidAddress(heightAddr))
|
|
Memory::Write_U32(height, heightAddr);
|
|
return hleLogSuccessI(SCEDISPLAY, 0);
|
|
}
|
|
|
|
static u32 sceDisplayIsVsync() {
|
|
u64 now = CoreTiming::GetTicks();
|
|
u64 start = frameStartTicks + msToCycles(vsyncStartMs);
|
|
u64 end = frameStartTicks + msToCycles(vsyncEndMs);
|
|
|
|
return hleLogSuccessI(SCEDISPLAY, now >= start && now <= end ? 1 : 0);
|
|
}
|
|
|
|
static u32 sceDisplayGetResumeMode(u32 resumeModeAddr) {
|
|
if (Memory::IsValidAddress(resumeModeAddr))
|
|
Memory::Write_U32(resumeMode, resumeModeAddr);
|
|
return hleLogSuccessI(SCEDISPLAY, 0);
|
|
}
|
|
|
|
static u32 sceDisplaySetResumeMode(u32 rMode) {
|
|
// Not sure what this does, seems to do nothing in tests and accept all values.
|
|
resumeMode = rMode;
|
|
return hleReportError(SCEDISPLAY, 0, "unsupported");
|
|
}
|
|
|
|
static u32 sceDisplayGetBrightness(u32 levelAddr, u32 otherAddr) {
|
|
// Standard levels on a PSP: 44, 60, 72, 84 (AC only)
|
|
|
|
if (Memory::IsValidAddress(levelAddr)) {
|
|
Memory::Write_U32(brightnessLevel, levelAddr);
|
|
}
|
|
// Always seems to write zero?
|
|
if (Memory::IsValidAddress(otherAddr)) {
|
|
Memory::Write_U32(0, otherAddr);
|
|
}
|
|
return hleLogWarning(SCEDISPLAY, 0);
|
|
}
|
|
|
|
static u32 sceDisplaySetBrightness(int level, int other) {
|
|
// Note: Only usable in kernel mode.
|
|
brightnessLevel = level;
|
|
return hleLogWarning(SCEDISPLAY, 0);
|
|
}
|
|
|
|
static u32 sceDisplaySetHoldMode(u32 hMode) {
|
|
// Not sure what this does, seems to do nothing in tests and accept all values.
|
|
holdMode = hMode;
|
|
return hleReportError(SCEDISPLAY, 0, "unsupported");
|
|
}
|
|
|
|
const HLEFunction sceDisplay[] = {
|
|
{0X0E20F177, &WrapU_III<sceDisplaySetMode>, "sceDisplaySetMode", 'x', "iii" },
|
|
{0X289D82FE, &WrapU_UIII<sceDisplaySetFramebuf>, "sceDisplaySetFrameBuf", 'x', "xiii"},
|
|
{0XEEDA2E54, &WrapU_UUUI<sceDisplayGetFramebuf>, "sceDisplayGetFrameBuf", 'x', "pppi"},
|
|
{0X36CDFADE, &WrapU_V<sceDisplayWaitVblank>, "sceDisplayWaitVblank", 'x', "", HLE_NOT_DISPATCH_SUSPENDED },
|
|
{0X984C27E7, &WrapU_V<sceDisplayWaitVblankStart>, "sceDisplayWaitVblankStart", 'x', "", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED },
|
|
{0X40F1469C, &WrapU_I<sceDisplayWaitVblankStartMulti>, "sceDisplayWaitVblankStartMulti", 'x', "i" },
|
|
{0X8EB9EC49, &WrapU_V<sceDisplayWaitVblankCB>, "sceDisplayWaitVblankCB", 'x', "", HLE_NOT_DISPATCH_SUSPENDED },
|
|
{0X46F186C3, &WrapU_V<sceDisplayWaitVblankStartCB>, "sceDisplayWaitVblankStartCB", 'x', "", HLE_NOT_IN_INTERRUPT | HLE_NOT_DISPATCH_SUSPENDED },
|
|
{0X77ED8B3A, &WrapU_I<sceDisplayWaitVblankStartMultiCB>, "sceDisplayWaitVblankStartMultiCB", 'x', "i" },
|
|
{0XDBA6C4C4, &WrapF_V<sceDisplayGetFramePerSec>, "sceDisplayGetFramePerSec", 'f', "" },
|
|
{0X773DD3A3, &WrapU_V<sceDisplayGetCurrentHcount>, "sceDisplayGetCurrentHcount", 'x', "" },
|
|
{0X210EAB3A, &WrapI_V<sceDisplayGetAccumulatedHcount>, "sceDisplayGetAccumulatedHcount", 'i', "" },
|
|
{0XA83EF139, &WrapI_I<sceDisplayAdjustAccumulatedHcount>, "sceDisplayAdjustAccumulatedHcount", 'i', "i" },
|
|
{0X9C6EAAD7, &WrapU_V<sceDisplayGetVcount>, "sceDisplayGetVcount", 'x', "" },
|
|
{0XDEA197D4, &WrapU_UUU<sceDisplayGetMode>, "sceDisplayGetMode", 'x', "ppp" },
|
|
{0X7ED59BC4, &WrapU_U<sceDisplaySetHoldMode>, "sceDisplaySetHoldMode", 'x', "x" },
|
|
{0XA544C486, &WrapU_U<sceDisplaySetResumeMode>, "sceDisplaySetResumeMode", 'x', "x" },
|
|
{0XBF79F646, &WrapU_U<sceDisplayGetResumeMode>, "sceDisplayGetResumeMode", 'x', "p" },
|
|
{0XB4F378FA, &WrapU_V<sceDisplayIsForeground>, "sceDisplayIsForeground", 'x', "" },
|
|
{0X31C4BAA8, &WrapU_UU<sceDisplayGetBrightness>, "sceDisplayGetBrightness", 'x', "pp" },
|
|
{0X9E3C6DC6, &WrapU_II<sceDisplaySetBrightness>, "sceDisplaySetBrightness", 'x', "ii" },
|
|
{0X4D4E10EC, &WrapU_V<sceDisplayIsVblank>, "sceDisplayIsVblank", 'x', "" },
|
|
{0X21038913, &WrapU_V<sceDisplayIsVsync>, "sceDisplayIsVsync", 'x', "" },
|
|
};
|
|
|
|
void Register_sceDisplay() {
|
|
RegisterModule("sceDisplay", ARRAY_SIZE(sceDisplay), sceDisplay);
|
|
}
|
|
|
|
void Register_sceDisplay_driver() {
|
|
RegisterModule("sceDisplay_driver", ARRAY_SIZE(sceDisplay), sceDisplay);
|
|
}
|