Custom Fps Limiter

First time contributing. Set FPS limit on second page of graphics
settings. Press Tab key or on 360 controller, press left stick to toggle
between 3 states.
This commit is contained in:
Steven Cherry 2013-05-09 19:36:23 -05:00
parent 6048f11f9f
commit e7622ebbd6
7 changed files with 430 additions and 377 deletions

View File

@ -78,6 +78,7 @@ public:
int iTexScalingLevel; // 1 = off, 2 = 2x, ..., 5 = 5x
int iTexScalingType; // 0 = xBRZ, 1 = Hybrid
bool bTexDeposterize;
int iFpsLimit;
// Sound
bool bEnableSound;

View File

@ -66,4 +66,6 @@ struct CoreParameter
// Can be modified at runtime.
bool unthrottle;
int fpsLimit;
double customLimit;
};

View File

@ -278,9 +278,10 @@ void __DisplayGetDebugStats(char stats[2048])
}
// Let's collect all the throttling and frameskipping logic here.
void DoFrameTiming(bool &throttle, bool &skipFrame) {
void DoFrameTiming(bool &throttle, bool &skipFrame, int &fpsLimiter, double &customLimiter) {
throttle = !PSP_CoreParameter().unthrottle;
fpsLimiter = PSP_CoreParameter().fpsLimit;
customLimiter = g_Config.iFpsLimit;
skipFrame = false;
if (PSP_CoreParameter().headLess)
throttle = false;
@ -309,7 +310,7 @@ void DoFrameTiming(bool &throttle, bool &skipFrame) {
curFrameTime = time_now_d();
if (nextFrameTime == 0.0)
nextFrameTime = time_now_d() + 1.0 / 60.0;
nextFrameTime = time_now_d() + 1.0 / 60;
if (curFrameTime > nextFrameTime && doFrameSkip) {
// Argh, we are falling behind! Let's skip a frame and see if we catch up.
@ -321,8 +322,8 @@ void DoFrameTiming(bool &throttle, bool &skipFrame) {
if (curFrameTime < nextFrameTime && throttle)
{
// If time gap is huge just jump (somebody unthrottled)
if (nextFrameTime - curFrameTime > 1.0 / 30.0) {
nextFrameTime = curFrameTime + 1.0 / 60.0;
if (nextFrameTime - curFrameTime > 1.0 / 30) {
nextFrameTime = curFrameTime + 1.0 / 60;
} else {
// Wait until we've catched up.
while (time_now_d() < nextFrameTime) {
@ -336,10 +337,16 @@ void DoFrameTiming(bool &throttle, bool &skipFrame) {
// but don't let it get too far behind as things can get very jumpy.
const double maxFallBehindFrames = 5.5;
if (throttle || doFrameSkip) {
// 3 states of fps limiter
if (fpsLimiter == 0) {
nextFrameTime = std::max(nextFrameTime + 1.0 / 60.0, time_now_d() - maxFallBehindFrames / 60.0);
} else {
nextFrameTime = nextFrameTime + 1.0 / 60.0;
} else if (fpsLimiter == 1) {
nextFrameTime = std::max(nextFrameTime + 1.0 / customLimiter, time_now_d() - maxFallBehindFrames / customLimiter);
} else if (fpsLimiter == 2) {
nextFrameTime = std::max(nextFrameTime + 1.0 / 2000.0, time_now_d() - maxFallBehindFrames / 2000.0);
}
else {
nextFrameTime = nextFrameTime + 1.0 / 60;
}
// Max 4 skipped frames in a row - 15 fps is really the bare minimum for playability.
@ -402,8 +409,10 @@ void hleEnterVblank(u64 userdata, int cyclesLate) {
gstate_c.skipDrawReason &= ~SKIPDRAW_SKIPFRAME;
bool throttle, skipFrame;
int fpsLimiter;
double customLimiter;
DoFrameTiming(throttle, skipFrame);
DoFrameTiming(throttle, skipFrame, fpsLimiter, customLimiter);
if (skipFrame) {
gstate_c.skipDrawReason |= SKIPDRAW_SKIPFRAME;

View File

@ -214,11 +214,30 @@ void EmuScreen::update(InputState &input) {
__CtrlSetAnalog(stick_x, stick_y, 0);
__CtrlSetAnalog(rightstick_x, rightstick_x, 1);
if (input.pad_buttons & PAD_BUTTON_LEFT_THUMB) {
PSP_CoreParameter().unthrottle = true;
} else {
PSP_CoreParameter().unthrottle = false;
//if (input.pad_buttons & PAD_BUTTON_LEFT_THUMB) {
// PSP_CoreParameter().unthrottle = true;
//} else {
//PSP_CoreParameter().unthrottle = false;
//}
// Make sure fpsLimit starts at 0
if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1 && PSP_CoreParameter().fpsLimit != 2) {
PSP_CoreParameter().fpsLimit = 0;
}
//Toggle between 3 different states of fpsLimit
if (input.pad_buttons_down & PAD_BUTTON_LEFT_THUMB) {
if (PSP_CoreParameter().fpsLimit == 0){
PSP_CoreParameter().fpsLimit = 1;
}
else if (PSP_CoreParameter().fpsLimit == 1){
PSP_CoreParameter().fpsLimit = 2;
}
else if (PSP_CoreParameter().fpsLimit == 2){
PSP_CoreParameter().fpsLimit = 0;
}
}
if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
if (g_Config.bBufferedRendering)

View File

@ -764,7 +764,25 @@ void GraphicsScreenP2::render() {
} else {
g_Config.iAnisotropyLevel = 0;
}
bool FpsLimit = g_Config.iFpsLimit != 0;
UICheckBox(GEN_ID, x, y += stride + 15, gs->T("Fps Limit"), ALIGN_TOPLEFT, &FpsLimit);
if (FpsLimit) {
if (g_Config.iFpsLimit == 0)
g_Config.iFpsLimit = 60;
ui_draw2d.DrawText(UBUNTU24, gs->T("Fps :"), x + 60, y += stride, 0xFFFFFFFF, ALIGN_LEFT);
HLinear hlinear1(x + 160 , y, 20);
if (UIButton(GEN_ID, hlinear1, 45, 0, "90", ALIGN_LEFT))
g_Config.iFpsLimit = 90;
if (UIButton(GEN_ID, hlinear1, 45, 0, "120", ALIGN_LEFT))
g_Config.iFpsLimit = 120;
if (UIButton(GEN_ID, hlinear1, 45, 0, "180", ALIGN_LEFT))
g_Config.iFpsLimit = 180;
if (UIButton(GEN_ID, hlinear1, 45, 0, "240", ALIGN_LEFT))
g_Config.iFpsLimit = 240;
} else {
g_Config.iFpsLimit = 60;
}
bool TexScaling = g_Config.iTexScalingLevel > 1;
UICheckBox(GEN_ID, x, y += stride + 15, gs->T("xBRZ Texture Scaling"), ALIGN_TOPLEFT, &TexScaling);
if (TexScaling) {

View File

@ -1,364 +1,364 @@
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View File

@ -185,6 +185,10 @@ namespace MainWindow
g_Config.iTexScalingType = num;
if(gpu) gpu->ClearCacheNextFrame();
}
void setFpsLimit(int fps) {
g_Config.iFpsLimit = fps;
if(gpu) gpu->ClearCacheNextFrame();
}
BOOL Show(HINSTANCE hInstance, int nCmdShow)
{