Merge pull request #14856 from unknownbrackets/unthrottle

Vulkan: Skip flips, not draw, for vsync fast-forward
This commit is contained in:
Henrik Rydgård authored and GitHub committed 2021-09-15 18:55:33 +02:00
commit 9f404ad901
1 file changed
+24 -32
+24 -32
View File
@@ -511,14 +511,18 @@ void __DisplaySetWasPaused() {
wasPaused = true;
}
static int FrameTimingLimit() {
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1)
return g_Config.iFpsLimit1;
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2)
return g_Config.iFpsLimit2;
if (PSP_CoreParameter().fastForward)
return 0;
return 60;
}
static bool FrameTimingThrottled() {
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 && g_Config.iFpsLimit1 == 0) {
return false;
}
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2 && g_Config.iFpsLimit2 == 0) {
return false;
}
return !PSP_CoreParameter().fastForward;
return FrameTimingLimit() != 0;
}
static void DoFrameDropLogging(float scaledTimestep) {
@@ -546,10 +550,7 @@ static int CalculateFrameSkip() {
// Let's collect all the throttling and frameskipping logic here.
static void DoFrameTiming(bool &throttle, bool &skipFrame, float timestep) {
PROFILE_THIS_SCOPE("timing");
FPSLimit fpsLimiter = PSP_CoreParameter().fpsLimit;
int fpsLimit = 60;
if (fpsLimiter != FPSLimit::NORMAL)
fpsLimit = fpsLimiter == FPSLimit::CUSTOM1 ? g_Config.iFpsLimit1 : g_Config.iFpsLimit2;
int fpsLimit = FrameTimingLimit();
throttle = FrameTimingThrottled();
skipFrame = false;
@@ -558,16 +559,7 @@ static void DoFrameTiming(bool &throttle, bool &skipFrame, float timestep) {
bool doFrameSkip = g_Config.iFrameSkip != 0;
bool fastForwardNeedsSkip = g_Config.iFastForwardMode == (int)FastForwardMode::SKIP_DRAW;
if (g_Config.bVSync && GetGPUBackend() == GPUBackend::VULKAN) {
// Vulkan doesn't support the interval setting, so we force frameskip.
fastForwardNeedsSkip = true;
// If it's not a clean multiple of 60, we may need frameskip to achieve it.
if (fpsLimit == 0 || (fpsLimit >= 0 && fpsLimit != 15 && fpsLimit != 30 && fpsLimit != 60)) {
doFrameSkip = true;
}
}
if (!throttle && fastForwardNeedsSkip) {
doFrameSkip = true;
skipFrame = true;
if (numSkippedFrames >= 7) {
skipFrame = false;
@@ -657,11 +649,10 @@ static void DoFrameIdleTiming() {
}
float scaledVblank = timePerVblank;
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 && g_Config.iFpsLimit1 > 0) {
int fpsLimit = FrameTimingLimit();
if (fpsLimit != 0 && fpsLimit != 60) {
// 0 is handled in FrameTimingThrottled().
scaledVblank *= 60.0f / g_Config.iFpsLimit1;
} else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2 && g_Config.iFpsLimit2 > 0) {
scaledVblank *= 60.0f / g_Config.iFpsLimit2;
scaledVblank *= 60.0f / fpsLimit;
}
// If we have over at least a vblank of spare time, maintain at least 30fps in delay.
@@ -751,9 +742,10 @@ void __DisplayFlip(int cyclesLate) {
bool duplicateFrames = g_Config.bRenderDuplicateFrames && g_Config.iFrameSkip == 0;
bool fastForwardNeedsSkip = g_Config.iFastForwardMode != (int)FastForwardMode::CONTINUOUS;
bool fastForwardSkipFlip = g_Config.iFastForwardMode == (int)FastForwardMode::SKIP_FLIP;
if (g_Config.bVSync && GetGPUBackend() == GPUBackend::VULKAN) {
// Vulkan doesn't support the interval setting, so we force frameskip.
fastForwardNeedsSkip = true;
// Vulkan doesn't support the interval setting, so we force skipping the flip.
fastForwardSkipFlip = true;
}
// postEffectRequiresFlip is not compatible with frameskip fast-forward, see #12325.
@@ -786,12 +778,13 @@ void __DisplayFlip(int cyclesLate) {
}
bool forceNoFlip = false;
float refreshRate = System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE);
// Alternative to frameskip fast-forward, where we draw everything.
// Useful if skipping a frame breaks graphics or for checking drawing speed.
if (g_Config.iFastForwardMode == (int)FastForwardMode::SKIP_FLIP && !FrameTimingThrottled()) {
if (fastForwardSkipFlip && (!FrameTimingThrottled() || FrameTimingLimit() > refreshRate)) {
static double lastFlip = 0;
double now = time_now_d();
if ((now - lastFlip) < 1.0f / System_GetPropertyFloat(SYSPROP_DISPLAY_REFRESH_RATE)) {
if ((now - lastFlip) < 1.0f / refreshRate) {
forceNoFlip = true;
} else {
lastFlip = now;
@@ -884,11 +877,10 @@ void hleLagSync(u64 userdata, int cyclesLate) {
}
float scale = 1.0f;
if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM1 && g_Config.iFpsLimit1 > 0) {
int fpsLimit = FrameTimingLimit();
if (fpsLimit != 0 && fpsLimit != 60) {
// 0 is handled in FrameTimingThrottled().
scale = 60.0f / g_Config.iFpsLimit1;
} else if (PSP_CoreParameter().fpsLimit == FPSLimit::CUSTOM2 && g_Config.iFpsLimit2 > 0) {
scale = 60.0f / g_Config.iFpsLimit2;
scale = 60.0f / fpsLimit;
}
const double goal = lastLagSync + (scale / 1000.0f);