project64/Source/Project64-core/N64System/FramePerSecond.cpp

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#include "stdafx.h"
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#include "FramePerSecond.h"
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#include <Project64-core/N64System/N64Types.h>
CFramePerSecond::CFramePerSecond() :
m_CurrentViFrame(0),
m_CurrentDlistFrame(0),
m_iFrameRateType(g_Settings->LoadDword(UserInterface_FrameDisplayType)),
m_ScreenHertz(g_Settings->LoadDword(GameRunning_ScreenHertz)),
m_ViFrameRateWhole(0),
m_ViFrameRateFraction(0)
{
g_Settings->RegisterChangeCB(UserInterface_FrameDisplayType, this, (CSettings::SettingChangedFunc)FrameRateTypeChanged);
g_Settings->RegisterChangeCB(GameRunning_ScreenHertz, this, (CSettings::SettingChangedFunc)ScreenHertzChanged);
if (m_ScreenHertz == 0)
{
m_ScreenHertz = 60;
}
Reset(true);
}
CFramePerSecond::~CFramePerSecond()
{
g_Settings->UnregisterChangeCB(UserInterface_FrameDisplayType, this, (CSettings::SettingChangedFunc)FrameRateTypeChanged);
g_Settings->UnregisterChangeCB(GameRunning_ScreenHertz, this, (CSettings::SettingChangedFunc)ScreenHertzChanged);
}
void CFramePerSecond::Reset(bool ClearDisplay)
{
m_CurrentDlistFrame = 0;
m_CurrentViFrame = 0;
m_LastViFrame.SetMicroSeconds(0);
for (int count = 0; count < NoOfFrames; count++)
{
m_ViFrames[count] = 0;
m_FramesDlist[count] = 0;
}
if (ClearDisplay)
{
g_Notify->DisplayMessage2("");
return;
}
if (m_iFrameRateType == FR_VIs)
{
DisplayViCounter(-1, 0);
}
}
void CFramePerSecond::UpdateViCounter(void)
{
if (!bDisplayFrameRate())
{
return;
}
if (m_iFrameRateType != FR_VIs && m_iFrameRateType != FR_VIs_DLs && m_iFrameRateType != FR_PERCENT)
{
return;
}
if ((m_CurrentViFrame & 7) == 0)
{
HighResTimeStamp Time;
Time.SetToNow();
uint64_t time_diff = Time.GetMicroSeconds() - m_LastViFrame.GetMicroSeconds();
m_ViFrames[(m_CurrentViFrame >> 3) % NoOfFrames] = time_diff;
m_LastViFrame = Time;
DisplayViCounter(-1, 0);
}
m_CurrentViFrame += 1;
}
void CFramePerSecond::UpdateDisplay(void)
{
std::string DisplayString;
if (m_iFrameRateType == FR_VIs || m_iFrameRateType == FR_VIs_DLs)
{
DisplayString = stdstr_f(m_ViFrameRateWhole >= 0 ? "VI/s: %d.%d" : "VI/s: -.--", m_ViFrameRateWhole, m_ViFrameRateFraction);
}
if (m_iFrameRateType == FR_PERCENT && m_ViFrameRateWhole > 0)
{
float Percent = ((float)m_ViFrameRateWhole + ((float)m_ViFrameRateFraction / 100)) / m_ScreenHertz;
DisplayString = stdstr_f("%.1f %%", Percent * 100).c_str();
}
if (m_iFrameRateType == FR_DLs || m_iFrameRateType == FR_VIs_DLs)
{
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if (DisplayString.length() > 0)
{
DisplayString += " ";
}
DisplayString += stdstr_f(m_DlistFrameRate >= 0 ? "DL/s: %.1f" : "DL/s: -.--", m_DlistFrameRate);
}
g_Notify->DisplayMessage2(DisplayString.c_str());
}
void CFramePerSecond::DisplayViCounter(int32_t FrameRateWhole, uint32_t FrameRateFraction)
{
if (m_iFrameRateType != FR_VIs && m_iFrameRateType != FR_VIs_DLs && m_iFrameRateType != FR_PERCENT)
{
return;
}
if (FrameRateWhole >= 0)
{
m_ViFrameRateWhole = FrameRateWhole;
m_ViFrameRateFraction = FrameRateFraction;
}
else
{
if (m_CurrentViFrame > (NoOfFrames << 3))
{
uint64_t Total;
Total = 0;
for (int count = 0; count < NoOfFrames; count++)
{
Total += m_ViFrames[count];
}
int baseFPS = (uint32_t)(((uint64_t)NoOfFrames << 3) * 100000000 / Total);
m_ViFrameRateWhole = baseFPS / 100;
m_ViFrameRateFraction = baseFPS % 100;
}
else
{
m_ViFrameRateWhole = -1;
m_ViFrameRateFraction = 0;
}
}
UpdateDisplay();
}
void CFramePerSecond::FrameRateTypeChanged(CFramePerSecond * _this)
{
_this->m_iFrameRateType = g_Settings->LoadDword(UserInterface_FrameDisplayType);
_this->Reset(true);
}
void CFramePerSecond::ScreenHertzChanged(CFramePerSecond * _this)
{
_this->m_ScreenHertz = g_Settings->LoadDword(GameRunning_ScreenHertz);
_this->Reset(true);
}
void CFramePerSecond::UpdateDlCounter(void)
{
if (!bDisplayFrameRate())
{
return;
}
if (m_iFrameRateType != FR_DLs && m_iFrameRateType != FR_VIs_DLs)
{
return;
}
if ((m_CurrentDlistFrame & 3) == 0)
{
HighResTimeStamp Now;
Now.SetToNow();
m_FramesDlist[(m_CurrentDlistFrame >> 2) % NoOfFrames] = Now.GetMicroSeconds() - m_LastDlistFrame.GetMicroSeconds();
m_LastDlistFrame = Now;
if (m_CurrentDlistFrame > (NoOfFrames << 2))
{
int64_t Total;
Total = 0;
for (int count = 0; count < NoOfFrames; count++)
{
Total += m_FramesDlist[count];
}
m_DlistFrameRate = ((NoOfFrames << 2) / ((float)Total / 1000000));
}
else
{
m_DlistFrameRate = -1.0;
}
UpdateDisplay();
}
m_CurrentDlistFrame += 1;
}