SystemTimers: export performance index from the throttler callback
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@ -45,6 +45,7 @@ IPC_HLE_PERIOD: For the Wii Remote this is the call schedule:
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#include "Core/HW/SystemTimers.h"
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#include <cfloat>
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#include <cmath>
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#include <cstdlib>
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@ -68,36 +69,43 @@ IPC_HLE_PERIOD: For the Wii Remote this is the call schedule:
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namespace SystemTimers
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{
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static CoreTiming::EventType* et_Dec;
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static CoreTiming::EventType* et_VI;
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static CoreTiming::EventType* et_AudioDMA;
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static CoreTiming::EventType* et_DSP;
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static CoreTiming::EventType* et_IPC_HLE;
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namespace
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{
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CoreTiming::EventType* et_Dec;
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CoreTiming::EventType* et_VI;
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CoreTiming::EventType* et_AudioDMA;
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CoreTiming::EventType* et_DSP;
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CoreTiming::EventType* et_IPC_HLE;
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// PatchEngine updates every 1/60th of a second by default
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static CoreTiming::EventType* et_PatchEngine;
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static CoreTiming::EventType* et_Throttle;
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CoreTiming::EventType* et_PatchEngine;
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CoreTiming::EventType* et_Throttle;
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static u32 s_cpu_core_clock = 486000000u; // 486 mhz (its not 485, stop bugging me!)
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u32 s_cpu_core_clock = 486000000u; // 486 mhz (its not 485, stop bugging me!)
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// These two are badly educated guesses.
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// Feel free to experiment. Set them in Init below.
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// This is a fixed value, don't change it
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static int s_audio_dma_period;
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int s_audio_dma_period;
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// This is completely arbitrary. If we find that we need lower latency,
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// we can just increase this number.
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static int s_ipc_hle_period;
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int s_ipc_hle_period;
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// Custom RTC
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static s64 s_localtime_rtc_offset = 0;
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s64 s_localtime_rtc_offset = 0;
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u32 GetTicksPerSecond()
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{
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return s_cpu_core_clock;
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}
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// For each emulated milliseconds, what was the real time timestamp (excluding sleep time). This is
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// a "special" ring buffer where we only need to read the first and last value.
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std::array<u64, 1000> s_emu_to_real_time_ring_buffer;
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size_t s_emu_to_real_time_index;
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std::mutex s_emu_to_real_time_mutex;
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// How much time was spent sleeping since the emulator started. Note: this does not need to be reset
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// at initialization (or ever), since only the "derivative" of that value really matters.
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u64 s_time_spent_sleeping;
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// DSP/CPU timeslicing.
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static void DSPCallback(u64 userdata, s64 cyclesLate)
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void DSPCallback(u64 userdata, s64 cyclesLate)
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{
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// splits up the cycle budget in case lle is used
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// for hle, just gives all of the slice to hle
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@ -105,14 +113,14 @@ static void DSPCallback(u64 userdata, s64 cyclesLate)
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CoreTiming::ScheduleEvent(DSP::GetDSPEmulator()->DSP_UpdateRate() - cyclesLate, et_DSP);
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}
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static void AudioDMACallback(u64 userdata, s64 cyclesLate)
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void AudioDMACallback(u64 userdata, s64 cyclesLate)
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{
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int period = s_cpu_core_clock / (AudioInterface::GetAIDSampleRate() * 4 / 32);
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DSP::UpdateAudioDMA(); // Push audio to speakers.
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CoreTiming::ScheduleEvent(period - cyclesLate, et_AudioDMA);
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}
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static void IPC_HLE_UpdateCallback(u64 userdata, s64 cyclesLate)
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void IPC_HLE_UpdateCallback(u64 userdata, s64 cyclesLate)
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{
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if (SConfig::GetInstance().bWii)
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{
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@ -121,18 +129,88 @@ static void IPC_HLE_UpdateCallback(u64 userdata, s64 cyclesLate)
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}
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}
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static void VICallback(u64 userdata, s64 cyclesLate)
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void VICallback(u64 userdata, s64 cyclesLate)
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{
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VideoInterface::Update(CoreTiming::GetTicks() - cyclesLate);
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CoreTiming::ScheduleEvent(VideoInterface::GetTicksPerHalfLine() - cyclesLate, et_VI);
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}
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static void DecrementerCallback(u64 userdata, s64 cyclesLate)
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void DecrementerCallback(u64 userdata, s64 cyclesLate)
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{
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PowerPC::ppcState.spr[SPR_DEC] = 0xFFFFFFFF;
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PowerPC::ppcState.Exceptions |= EXCEPTION_DECREMENTER;
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}
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void PatchEngineCallback(u64 userdata, s64 cycles_late)
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{
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// We have 2 periods, a 1000 cycle error period and the VI period.
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// We have to carefully combine these together so that we stay on the VI period without drifting.
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u32 vi_interval = VideoInterface::GetTicksPerField();
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s64 cycles_pruned = (userdata + cycles_late) % vi_interval;
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s64 next_schedule = 0;
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// Try to patch mem and run the Action Replay
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if (PatchEngine::ApplyFramePatches())
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{
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next_schedule = vi_interval - cycles_pruned;
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cycles_pruned = 0;
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}
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else
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{
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// The patch failed, usually because the CPU is in an inappropriate state (interrupt handler).
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// We'll try again after 1000 cycles.
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next_schedule = 1000;
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cycles_pruned += next_schedule;
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}
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CoreTiming::ScheduleEvent(next_schedule, et_PatchEngine, cycles_pruned);
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}
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void ThrottleCallback(u64 last_time, s64 cyclesLate)
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{
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// Allow the GPU thread to sleep. Setting this flag here limits the wakeups to 1 kHz.
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Fifo::GpuMaySleep();
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u64 time = Common::Timer::GetTimeUs();
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s64 diff = last_time - time;
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const SConfig& config = SConfig::GetInstance();
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bool frame_limiter = config.m_EmulationSpeed > 0.0f && !Core::GetIsThrottlerTempDisabled();
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u32 next_event = GetTicksPerSecond() / 1000;
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{
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std::lock_guard<std::mutex> lk(s_emu_to_real_time_mutex);
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s_emu_to_real_time_ring_buffer[s_emu_to_real_time_index] = time - s_time_spent_sleeping;
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s_emu_to_real_time_index =
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(s_emu_to_real_time_index + 1) % s_emu_to_real_time_ring_buffer.size();
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}
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if (frame_limiter)
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{
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if (config.m_EmulationSpeed != 1.0f)
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next_event = u32(next_event * config.m_EmulationSpeed);
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const s64 max_fallback = config.iTimingVariance * 1000;
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if (abs(diff) > max_fallback)
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{
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DEBUG_LOG(COMMON, "system too %s, %ld ms skipped", diff < 0 ? "slow" : "fast",
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abs(diff) - max_fallback);
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last_time = time - max_fallback;
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}
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else if (diff > 1000)
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{
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Common::SleepCurrentThread(diff / 1000);
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s_time_spent_sleeping += Common::Timer::GetTimeUs() - time;
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}
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}
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CoreTiming::ScheduleEvent(next_event - cyclesLate, et_Throttle, last_time + 1000);
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}
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} // namespace
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u32 GetTicksPerSecond()
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{
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return s_cpu_core_clock;
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}
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void DecrementerSet()
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{
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u32 decValue = PowerPC::ppcState.spr[SPR_DEC];
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@ -170,57 +248,29 @@ s64 GetLocalTimeRTCOffset()
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return s_localtime_rtc_offset;
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}
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static void PatchEngineCallback(u64 userdata, s64 cycles_late)
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double GetEstimatedEmulationPerformance()
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{
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// We have 2 periods, a 1000 cycle error period and the VI period.
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// We have to carefully combine these together so that we stay on the VI period without drifting.
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u32 vi_interval = VideoInterface::GetTicksPerField();
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s64 cycles_pruned = (userdata + cycles_late) % vi_interval;
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s64 next_schedule = 0;
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u64 ts_now, ts_before; // In microseconds
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{
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std::lock_guard<std::mutex> lk(s_emu_to_real_time_mutex);
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size_t index_now = s_emu_to_real_time_index == 0 ? s_emu_to_real_time_ring_buffer.size() :
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s_emu_to_real_time_index - 1;
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size_t index_before = s_emu_to_real_time_index;
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// Try to patch mem and run the Action Replay
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if (PatchEngine::ApplyFramePatches())
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{
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next_schedule = vi_interval - cycles_pruned;
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cycles_pruned = 0;
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}
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else
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{
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// The patch failed, usually because the CPU is in an inappropriate state (interrupt handler).
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// We'll try again after 1000 cycles.
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next_schedule = 1000;
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cycles_pruned += next_schedule;
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ts_now = s_emu_to_real_time_ring_buffer[index_now];
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ts_before = s_emu_to_real_time_ring_buffer[index_before];
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}
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CoreTiming::ScheduleEvent(next_schedule, et_PatchEngine, cycles_pruned);
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}
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static void ThrottleCallback(u64 last_time, s64 cyclesLate)
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{
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// Allow the GPU thread to sleep. Setting this flag here limits the wakeups to 1 kHz.
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Fifo::GpuMaySleep();
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u64 time = Common::Timer::GetTimeUs();
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s64 diff = last_time - time;
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const SConfig& config = SConfig::GetInstance();
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bool frame_limiter = config.m_EmulationSpeed > 0.0f && !Core::GetIsThrottlerTempDisabled();
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u32 next_event = GetTicksPerSecond() / 1000;
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if (frame_limiter)
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if (ts_before == 0)
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{
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if (config.m_EmulationSpeed != 1.0f)
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next_event = u32(next_event * config.m_EmulationSpeed);
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const s64 max_fallback = config.iTimingVariance * 1000;
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if (abs(diff) > max_fallback)
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{
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DEBUG_LOG(COMMON, "system too %s, %d ms skipped", diff < 0 ? "slow" : "fast",
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abs(diff) - max_fallback);
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last_time = time - max_fallback;
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}
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else if ((diff / 1000) > 0)
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Common::SleepCurrentThread(diff / 1000);
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// Not enough data yet to estimate. We could technically provide an estimate based on a shorter
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// time horizon, but it's not really worth it.
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return 1.0;
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}
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CoreTiming::ScheduleEvent(next_event - cyclesLate, et_Throttle, last_time + 1000);
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u64 delta_us = ts_now - ts_before;
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double emulated_us = s_emu_to_real_time_ring_buffer.size() * 1000.0; // For each emulated ms.
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return delta_us == 0 ? DBL_MAX : emulated_us / delta_us;
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}
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// split from Init to break a circular dependency between VideoInterface::Init and
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@ -288,6 +338,8 @@ void Init()
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if (SConfig::GetInstance().bWii)
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CoreTiming::ScheduleEvent(s_ipc_hle_period, et_IPC_HLE);
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s_emu_to_real_time_ring_buffer.fill(0);
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}
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void Shutdown()
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@ -296,4 +348,4 @@ void Shutdown()
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s_localtime_rtc_offset = 0;
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}
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} // namespace
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} // namespace SystemTimers
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@ -53,4 +53,13 @@ void TimeBaseSet();
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u64 GetFakeTimeBase();
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// Custom RTC
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s64 GetLocalTimeRTCOffset();
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}
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// Returns an estimate of how fast/slow the emulation is running (excluding throttling induced sleep
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// time). The estimate is computed over the last 1s of emulated time. Example values:
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//
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// - 0.5: the emulator is running at 50% speed (falling behind).
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// - 1.0: the emulator is running at 100% speed.
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// - 2.0: the emulator is running at 200% speed (or 100% speed but sleeping half of the time).
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double GetEstimatedEmulationPerformance();
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} // namespace SystemTimers
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