System: Rework some throttler/vsync logic
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@ -930,7 +930,7 @@ void System::PauseSystem(bool paused)
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else
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{
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Host::OnSystemResumed();
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g_host_display->SetVSync(ShouldUseVSync());
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UpdateDisplaySync();
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ResetPerformanceCounters();
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ResetThrottler();
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}
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@ -1249,6 +1249,7 @@ bool System::Initialize(bool force_software_renderer)
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s_frame_number = 1;
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s_internal_frame_number = 1;
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s_target_speed = g_settings.emulation_speed;
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s_throttle_frequency = 60.0f;
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s_frame_period = 0;
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s_next_frame_time = 0;
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@ -2064,30 +2065,7 @@ void System::ResetThrottler()
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void System::Throttle()
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{
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// Allow variance of up to 40ms either way.
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#ifndef __ANDROID__
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static constexpr double MAX_VARIANCE_TIME_NS = 40 * 1000000;
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#else
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static constexpr double MAX_VARIANCE_TIME_NS = 50 * 1000000;
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#endif
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// Use unsigned for defined overflow/wrap-around.
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const Common::Timer::Value time = Common::Timer::GetCurrentValue();
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const double sleep_time = (s_next_frame_time >= time) ?
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Common::Timer::ConvertValueToNanoseconds(s_next_frame_time - time) :
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-Common::Timer::ConvertValueToNanoseconds(time - s_next_frame_time);
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if (sleep_time < -MAX_VARIANCE_TIME_NS)
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{
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// Don't display the slow messages in debug, it'll always be slow...
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#ifndef _DEBUG
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Log_VerbosePrintf("System too slow, lost %.2f ms", (-sleep_time - MAX_VARIANCE_TIME_NS) / 1000000.0);
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#endif
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ResetThrottler();
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}
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else
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{
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Common::Timer::SleepUntil(s_next_frame_time, true);
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}
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Common::Timer::SleepUntil(s_next_frame_time, true);
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}
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void System::RunFrames()
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@ -2210,12 +2188,7 @@ void System::UpdateSpeedLimiterState()
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}
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}
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const bool video_sync_enabled = ShouldUseVSync();
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const float max_display_fps = (!IsRunning() || m_throttler_enabled) ? 0.0f : g_settings.display_max_fps;
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Log_InfoPrintf("Target speed: %f%%", target_speed * 100.0f);
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Log_InfoPrintf("Using vsync: %s", video_sync_enabled ? "YES" : "NO");
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Log_InfoPrintf("Max display fps: %f (%s)", max_display_fps,
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m_display_all_frames ? "displaying all frames" : "skipping displaying frames when needed");
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Log_VerbosePrintf("Target speed: %f%%", s_target_speed * 100.0f);
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if (IsValid())
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{
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@ -2235,23 +2208,36 @@ void System::UpdateSpeedLimiterState()
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ResetThrottler();
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}
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g_host_display->SetDisplayMaxFPS(max_display_fps);
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g_host_display->SetVSync(video_sync_enabled);
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// Defer vsync update until we unpause, in case of fullscreen UI.
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if (IsRunning())
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UpdateDisplaySync();
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if (g_settings.increase_timer_resolution)
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SetTimerResolutionIncreased(m_throttler_enabled);
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// When syncing to host and using vsync, we don't need to sleep.
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if (syncing_to_host && video_sync_enabled && m_display_all_frames)
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if (syncing_to_host && ShouldUseVSync() && m_display_all_frames)
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{
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Log_InfoPrintf("Using host vsync for throttling.");
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m_throttler_enabled = false;
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}
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}
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void System::UpdateDisplaySync()
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{
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const bool video_sync_enabled = ShouldUseVSync();
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const float max_display_fps = m_throttler_enabled ? 0.0f : g_settings.display_max_fps;
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Log_VerbosePrintf("Using vsync: %s", video_sync_enabled ? "YES" : "NO");
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Log_VerbosePrintf("Max display fps: %f (%s)", max_display_fps,
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m_display_all_frames ? "displaying all frames" : "skipping displaying frames when needed");
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g_host_display->SetDisplayMaxFPS(max_display_fps);
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g_host_display->SetVSync(video_sync_enabled);
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}
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bool System::ShouldUseVSync()
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{
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return (!IsRunning() || (m_throttler_enabled && g_settings.video_sync_enabled && !IsRunningAtNonStandardSpeed()));
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return g_settings.video_sync_enabled && !IsRunningAtNonStandardSpeed();
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}
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bool System::IsFastForwardEnabled()
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@ -230,6 +230,9 @@ void Throttle();
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void UpdatePerformanceCounters();
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void ResetPerformanceCounters();
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/// Resets vsync/max present fps state.
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void UpdateDisplaySync();
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// Access controllers for simulating input.
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Controller* GetController(u32 slot);
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void UpdateControllers();
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