mirror of https://github.com/PCSX2/pcsx2.git
recording: Reposition inputRecordingControl function execution in vsync
* No longer calls HandleFrameAdvanceAndPausing() more than once per frame. No need to increment frameCountTracker. * Splits framelocking into its own function (which could harmlessly get called more than once per frame).
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b7d01b4889
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@ -477,6 +477,15 @@ static __fi void frameLimit()
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static __fi void VSyncStart(u32 sCycle)
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{
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#ifndef DISABLE_RECORDING
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if (g_Conf->EmuOptions.EnableRecordingTools)
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{
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// It is imperative that any frame locking that must happen occurs before Vsync is started
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// Not doing so would sacrifice a frame of a savestate-based recording when loading any savestate
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g_InputRecordingControls.HandleFrameCountLocking();
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}
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#endif
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frameLimit(); // limit FPS
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gsPostVsyncStart(); // MUST be after framelimit; doing so before causes funk with frame times!
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@ -531,13 +540,18 @@ static __fi void GSVSync()
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static __fi void VSyncEnd(u32 sCycle)
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{
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#ifndef DISABLE_RECORDING
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if (g_Conf->EmuOptions.EnableRecordingTools)
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{
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g_InputRecordingControls.HandleFrameAdvanceAndPausing();
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}
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#endif
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if(EmuConfig.Trace.Enabled && EmuConfig.Trace.EE.m_EnableAll)
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SysTrace.EE.Counters.Write( " ================ EE COUNTER VSYNC END (frame: %d) ================", g_FrameCount );
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g_FrameCount++;
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hwIntcIrq(INTC_VBLANK_E); // HW Irq
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psxVBlankEnd(); // psxCounters vBlank End
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if (gates) rcntEndGate(true, sCycle); // Counters End Gate Code
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@ -616,12 +630,6 @@ __fi void rcntUpdate_vSync()
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}
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else // VSYNC end / VRENDER begin
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{
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#ifndef DISABLE_RECORDING
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if (g_Conf->EmuOptions.EnableRecordingTools)
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{
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g_InputRecordingControls.HandleFrameAdvanceAndPausing();
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}
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#endif
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VSyncStart(vsyncCounter.sCycle);
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vsyncCounter.sCycle += vSyncInfo.Render;
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@ -31,65 +31,34 @@ InputRecordingControls g_InputRecordingControls;
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void InputRecordingControls::HandleFrameAdvanceAndPausing()
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{
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// This function can be called multiple times per frame via Counters::rcntUpdate_vSync,
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// often this is twice per frame but this may vary as Counters.cpp mentions the
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// vsync timing can change.
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//
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// When loading a recording file or rebooting with a recording active, lock will be enabled.
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// Emulation will be forced into and remain in a paused state until the transition in progress
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// has completed - signaled when g_framecount and frameCountTracker are equal.
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// We do not want to increment/advance anything while the frame lock mechanism is active
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if (frameLock)
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{
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if (g_FrameCount == frameCountTracker)
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{
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frameLock = false;
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Resume();
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}
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else if (!emulationCurrentlyPaused && CoreThread.IsOpen() && CoreThread.IsRunning())
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{
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pauseEmulation = true;
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resumeEmulation = false;
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emulationCurrentlyPaused = true;
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CoreThread.PauseSelf();
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}
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return;
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}
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// As a safeguard, use the global g_FrameCount to know when the frame counter has truly changed.
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//
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// NOTE - Do not mutate g_FrameCount or use it's value to set the input recording's internal frame counter
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else if (frameCountTracker != g_FrameCount)
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{
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frameCountTracker = g_FrameCount;
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g_InputRecording.IncrementFrameCounter();
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}
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else
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{
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if (pauseEmulation)
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{
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emulationCurrentlyPaused = true;
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CoreThread.PauseSelf();
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}
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return;
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}
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if (switchToReplay)
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{
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g_InputRecording.SetToReplayMode();
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switchToReplay = false;
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}
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if ((g_InputRecording.IsReplaying() &&
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g_InputRecording.GetFrameCounter() >= g_InputRecording.GetInputRecordingData().GetTotalFrames()) ||
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g_InputRecording.GetFrameCounter() == INT_MAX)
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pauseEmulation = true;
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// If we haven't yet advanced atleast a single frame from when we paused, setup things to be paused
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if (frameAdvancing && frameAdvanceMarker < g_InputRecording.GetFrameCounter())
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if (frameAdvancing)
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{
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frameAdvancing = false;
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pauseEmulation = true;
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}
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if (g_InputRecording.IsActive())
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{
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g_InputRecording.IncrementFrameCounter();
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if (switchToReplay)
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{
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g_InputRecording.SetToReplayMode();
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switchToReplay = false;
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}
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if (!pauseEmulation &&
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g_InputRecording.IsReplaying() &&
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g_InputRecording.GetFrameCounter() >= g_InputRecording.GetInputRecordingData().GetTotalFrames())
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{
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pauseEmulation = true;
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}
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}
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// Pause emulation if we need to (either due to frame advancing, or pause has been explicitly toggled on)
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if (pauseEmulation && CoreThread.IsOpen() && CoreThread.IsRunning())
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{
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@ -98,9 +67,36 @@ void InputRecordingControls::HandleFrameAdvanceAndPausing()
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}
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}
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void InputRecordingControls::HandleFrameCountLocking()
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{
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// Explicit frame locking
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if (frameLock)
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{
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if (g_FrameCount == frameCountTracker)
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{
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frameLock = false;
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Resume();
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}
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else if (!emulationCurrentlyPaused && CoreThread.IsOpen() && CoreThread.IsRunning())
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{
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emulationCurrentlyPaused = true;
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CoreThread.PauseSelf();
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}
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}
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// Soft frame locking due to a savestate
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//
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// This must be done here and not somewhere else as emulation would advance a single frame
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// after loading a savestate even with emulation already paused
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else if (g_FrameCount == frameCountTracker && pauseEmulation)
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{
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emulationCurrentlyPaused = true;
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CoreThread.PauseSelf();
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}
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}
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void InputRecordingControls::ResumeCoreThreadIfStarted()
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{
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if (resumeEmulation && CoreThread.IsOpen() && CoreThread.IsPaused())
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if (resumeEmulation && CoreThread.IsOpen())
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{
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CoreThread.Resume();
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resumeEmulation = false;
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@ -116,7 +112,6 @@ void InputRecordingControls::FrameAdvance()
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g_InputRecording.SetToRecordMode();
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return;
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}
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frameAdvanceMarker = g_InputRecording.GetFrameCounter();
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frameAdvancing = true;
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Resume();
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}
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@ -180,8 +175,8 @@ void InputRecordingControls::TogglePause()
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g_InputRecording.SetToRecordMode();
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return;
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}
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resumeEmulation = pauseEmulation;
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pauseEmulation = !pauseEmulation;
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resumeEmulation = !pauseEmulation;
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inputRec::log(pauseEmulation ? "Paused Emulation" : "Resumed Emulation");
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}
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@ -204,7 +199,6 @@ void InputRecordingControls::Lock(u32 frame)
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{
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frameLock = true;
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frameCountTracker = frame;
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resumeEmulation = false;
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//Ensures that g_frameCount can be used to resume emulation after a fast/full boot
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if (!g_InputRecording.GetInputRecordingData().FromSaveState())
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g_FrameCount = frame + 1;
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@ -20,14 +20,21 @@
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class InputRecordingControls
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{
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public:
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// Intended to be called at the end of each frame, but will no-op if the frame count has not
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// truly incremented
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// Intended to be called at the end of each frame, but will no-op if frame lock is active
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//
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// Increments the input recording's frame counter and will pause emulation if:
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// Will pause emulation if:
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// - The InputRecordingControls::FrameAdvance was hit on the previous frame
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// - Emulation was explicitly paused using InputRecordingControls::TogglePause
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// - We are replaying an input recording and have hit the end
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void HandleFrameAdvanceAndPausing();
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// When loading a recording file or booting with a recording active, lock will be enabled.
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// Emulation will be forced into and remain in a paused state until the transition in progress
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// has completed - signaled when g_framecount and frameCountTracker are equal
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//
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// Additonally, this function will ensure emulation stays paused after loading a savestate
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void HandleFrameCountLocking();
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// Called much more frequently than HandleFrameAdvanceAndPausing, instead of being per frame
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// this hooks into pcsx2's main App event handler as it has to be able to resume emulation
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// when drawing frames has compltely stopped
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@ -1183,7 +1183,10 @@ void Pcsx2App::SysExecute( CDVD_SourceType cdvdsrc, const wxString& elf_override
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{
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SysExecutorThread.PostEvent( new SysExecEvent_Execute(cdvdsrc, elf_override) );
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#ifndef DISABLE_RECORDING
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g_InputRecording.RecordingReset();
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if (g_Conf->EmuOptions.EnableRecordingTools)
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{
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g_InputRecording.RecordingReset();
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}
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#endif
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}
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