Frame graph + Precise 60 fps timing (#998)

* video info: add frame graph

Toggle advanced info with CTRL+F10.
Also fixed imgui using gamepad for nav in wrong situations

* 60fps!

Implemented a timer that accumulates the time spent sleeping and sleeps for the remaining time.
Also measure entire PresentThread time instead of just the time spent in Flip.

* sceKernelGettimeofday: replace chrono by win32 api. Better performance

bb uses this function too much. Consuming almost 30% of cpu time
This commit is contained in:
Vinicius Rangel 2024-09-23 12:43:51 -03:00 committed by GitHub
parent 6311406ba6
commit 843d5d388e
8 changed files with 183 additions and 26 deletions

View file

@ -3,10 +3,12 @@
// SPDX-License-Identifier: GPL-2.0-or-later
#include <string>
#include <thread>
#include "common/error.h"
#include "common/logging/log.h"
#include "common/thread.h"
#include "ntapi.h"
#ifdef __APPLE__
#include <mach/mach.h>
#include <mach/mach_time.h>
@ -102,6 +104,16 @@ void SetCurrentThreadPriority(ThreadPriority new_priority) {
SetThreadPriority(handle, windows_priority);
}
static void AccurateSleep(std::chrono::nanoseconds duration) {
LARGE_INTEGER interval{
.QuadPart = -1 * (duration.count() / 100u),
};
HANDLE timer = ::CreateWaitableTimer(NULL, TRUE, NULL);
SetWaitableTimer(timer, &interval, 0, NULL, NULL, 0);
WaitForSingleObject(timer, INFINITE);
::CloseHandle(timer);
}
#else
void SetCurrentThreadPriority(ThreadPriority new_priority) {
@ -122,6 +134,10 @@ void SetCurrentThreadPriority(ThreadPriority new_priority) {
pthread_setschedparam(this_thread, scheduling_type, &params);
}
static void AccurateSleep(std::chrono::nanoseconds duration) {
std::this_thread::sleep_for(duration);
}
#endif
#ifdef _MSC_VER
@ -164,4 +180,22 @@ void SetCurrentThreadName(const char*) {
#endif
AccurateTimer::AccurateTimer(std::chrono::nanoseconds target_interval)
: target_interval(target_interval) {}
void AccurateTimer::Start() {
auto begin_sleep = std::chrono::high_resolution_clock::now();
if (total_wait.count() > 0) {
AccurateSleep(total_wait);
}
start_time = std::chrono::high_resolution_clock::now();
total_wait -= std::chrono::duration_cast<std::chrono::nanoseconds>(start_time - begin_sleep);
}
void AccurateTimer::End() {
auto now = std::chrono::high_resolution_clock::now();
total_wait +=
target_interval - std::chrono::duration_cast<std::chrono::nanoseconds>(now - start_time);
}
} // namespace Common

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@ -23,4 +23,18 @@ void SetCurrentThreadPriority(ThreadPriority new_priority);
void SetCurrentThreadName(const char* name);
class AccurateTimer {
std::chrono::nanoseconds target_interval{};
std::chrono::nanoseconds total_wait{};
std::chrono::high_resolution_clock::time_point start_time;
public:
explicit AccurateTimer(std::chrono::nanoseconds target_interval);
void Start();
void End();
};
} // namespace Common

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@ -147,13 +147,20 @@ int PS4_SYSV_ABI sceKernelGettimeofday(OrbisKernelTimeval* tp) {
}
#ifdef _WIN64
auto now = std::chrono::system_clock::now();
auto duration = now.time_since_epoch();
auto seconds = std::chrono::duration_cast<std::chrono::seconds>(duration);
auto microsecs = std::chrono::duration_cast<std::chrono::microseconds>(duration - seconds);
FILETIME filetime;
GetSystemTimeAsFileTime(&filetime);
tp->tv_sec = seconds.count();
tp->tv_usec = microsecs.count();
constexpr u64 UNIX_TIME_START = 0x295E9648864000;
constexpr u64 TICKS_PER_SECOND = 1000000;
u64 ticks = filetime.dwHighDateTime;
ticks <<= 32;
ticks |= filetime.dwLowDateTime;
ticks /= 10;
ticks -= UNIX_TIME_START;
tp->tv_sec = ticks / TICKS_PER_SECOND;
tp->tv_usec = ticks % TICKS_PER_SECOND;
#else
timeval tv;
gettimeofday(&tv, nullptr);

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@ -1,6 +1,7 @@
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <imgui.h>
#include <pthread.h>
#include "common/assert.h"
@ -160,9 +161,7 @@ int VideoOutDriver::UnregisterBuffers(VideoOutPort* port, s32 attributeIndex) {
return ORBIS_OK;
}
std::chrono::microseconds VideoOutDriver::Flip(const Request& req) {
const auto start = std::chrono::high_resolution_clock::now();
void VideoOutDriver::Flip(const Request& req) {
// Whatever the game is rendering show splash if it is active
if (!renderer->ShowSplash(req.frame)) {
// Present the frame.
@ -198,9 +197,6 @@ std::chrono::microseconds VideoOutDriver::Flip(const Request& req) {
port->buffer_labels[req.index] = 0;
port->SignalVoLabel();
}
const auto end = std::chrono::high_resolution_clock::now();
return std::chrono::duration_cast<std::chrono::microseconds>(end - start);
}
void VideoOutDriver::DrawBlankFrame() {
@ -267,6 +263,8 @@ void VideoOutDriver::PresentThread(std::stop_token token) {
Common::SetCurrentThreadName("PresentThread");
Common::SetCurrentThreadRealtime(vblank_period);
Common::AccurateTimer timer{vblank_period};
const auto receive_request = [this] -> Request {
std::scoped_lock lk{mutex};
if (!requests.empty()) {
@ -279,20 +277,18 @@ void VideoOutDriver::PresentThread(std::stop_token token) {
auto delay = std::chrono::microseconds{0};
while (!token.stop_requested()) {
// Sleep for most of the vblank duration.
std::this_thread::sleep_for(vblank_period - delay);
timer.Start();
// Check if it's time to take a request.
auto& vblank_status = main_port.vblank_status;
if (vblank_status.count % (main_port.flip_rate + 1) == 0) {
const auto request = receive_request();
if (!request) {
delay = std::chrono::microseconds{0};
if (!main_port.is_open) {
DrawBlankFrame();
}
} else {
delay = Flip(request);
Flip(request);
FRAME_END;
}
}
@ -313,6 +309,8 @@ void VideoOutDriver::PresentThread(std::stop_token token) {
Kernel::SceKernelEvent::Filter::VideoOut, nullptr);
}
}
timer.End();
}
}

View file

@ -101,7 +101,7 @@ private:
}
};
std::chrono::microseconds Flip(const Request& req);
void Flip(const Request& req);
void DrawBlankFrame(); // Used when there is no flip request to keep ImGui up to date
void SubmitFlipInternal(VideoOutPort* port, s32 index, s64 flip_arg, bool is_eop = false);
void PresentThread(std::stop_token token);

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@ -2,16 +2,121 @@
// SPDX-License-Identifier: GPL-2.0-or-later
#include <imgui.h>
#include "common/config.h"
#include "common/types.h"
#include "imgui_internal.h"
#include "video_info.h"
void ImGui::Layers::VideoInfo::Draw() {
const ImGuiIO& io = GetIO();
using namespace ImGui;
m_show = IsKeyPressed(ImGuiKey_F10, false) ^ m_show;
struct FrameInfo {
u32 num;
float delta;
};
if (m_show) {
if (Begin("Video Info", 0, ImGuiWindowFlags_NoNav)) {
Text("Frame time: %.3f ms (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
static bool show = false;
static bool show_advanced = false;
static u32 current_frame = 0;
constexpr float TARGET_FPS = 60.0f;
constexpr u32 FRAME_BUFFER_SIZE = 1024;
constexpr float BAR_WIDTH_MULT = 1.4f;
constexpr float BAR_HEIGHT_MULT = 1.25f;
constexpr float FRAME_GRAPH_PADDING_Y = 3.0f;
static std::array<FrameInfo, FRAME_BUFFER_SIZE> frame_list;
static float frame_graph_height = 50.0f;
static void DrawSimple() {
const auto io = GetIO();
Text("Frame time: %.3f ms (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
}
static void DrawAdvanced() {
const auto& ctx = *GetCurrentContext();
const auto& io = ctx.IO;
const auto& window = *ctx.CurrentWindow;
auto& draw_list = *window.DrawList;
Text("Frame time: %.3f ms (%.1f FPS)", io.DeltaTime * 1000.0f, io.Framerate);
SeparatorText("Frame graph");
const float full_width = GetContentRegionAvail().x;
{ // Frame graph - inspired by
// https://asawicki.info/news_1758_an_idea_for_visualization_of_frame_times
auto pos = GetCursorScreenPos();
const ImVec2 size{full_width, frame_graph_height + FRAME_GRAPH_PADDING_Y * 2.0f};
ItemSize(size);
if (!ItemAdd({pos, pos + size}, GetID("FrameGraph"))) {
return;
}
float target_dt = 1.0f / (TARGET_FPS * (float)Config::vblankDiv());
float cur_pos_x = pos.x + full_width;
pos.y += FRAME_GRAPH_PADDING_Y;
const float final_pos_y = pos.y + frame_graph_height;
draw_list.AddRectFilled({pos.x, pos.y - FRAME_GRAPH_PADDING_Y},
{pos.x + full_width, final_pos_y + FRAME_GRAPH_PADDING_Y},
IM_COL32(0x33, 0x33, 0x33, 0xFF));
draw_list.PushClipRect({pos.x, pos.y}, {pos.x + full_width, final_pos_y}, true);
for (u32 i = 0; i < FRAME_BUFFER_SIZE; ++i) {
const auto& frame_info = frame_list[(current_frame - i) % FRAME_BUFFER_SIZE];
const float dt_factor = target_dt / frame_info.delta;
const float width = std::ceil(BAR_WIDTH_MULT / dt_factor);
const float height =
std::min(std::log2(BAR_HEIGHT_MULT / dt_factor) / 3.0f, 1.0f) * frame_graph_height;
ImU32 color;
if (dt_factor >= 0.95f) { // BLUE
color = IM_COL32(0x33, 0x33, 0xFF, 0xFF);
} else if (dt_factor >= 0.5f) { // GREEN <> YELLOW
float t = 1.0f - (dt_factor - 0.5f) * 2.0f;
int r = (int)(0xFF * t);
color = IM_COL32(r, 0xFF, 0, 0xFF);
} else { // YELLOW <> RED
float t = dt_factor * 2.0f;
int g = (int)(0xFF * t);
color = IM_COL32(0xFF, g, 0, 0xFF);
}
draw_list.AddRectFilled({cur_pos_x - width, final_pos_y - height},
{cur_pos_x, final_pos_y}, color);
cur_pos_x -= width;
if (cur_pos_x < width) {
break;
}
}
draw_list.PopClipRect();
}
}
void Layers::VideoInfo::Draw() {
const auto io = GetIO();
const FrameInfo frame_info{
.num = ++current_frame,
.delta = io.DeltaTime,
};
frame_list[current_frame % FRAME_BUFFER_SIZE] = frame_info;
if (IsKeyPressed(ImGuiKey_F10, false)) {
const bool changed_ctrl = io.KeyCtrl != show_advanced;
show_advanced = io.KeyCtrl;
show = changed_ctrl || !show;
}
if (show) {
if (show_advanced) {
if (Begin("Video debug info", &show, 0)) {
DrawAdvanced();
}
} else {
if (Begin("Video Info", nullptr,
ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoDecoration |
ImGuiWindowFlags_AlwaysAutoResize)) {
DrawSimple();
}
}
End();
}

View file

@ -11,7 +11,6 @@ class RendererVulkan;
namespace ImGui::Layers {
class VideoInfo : public Layer {
bool m_show = false;
::Vulkan::RendererVulkan* renderer{};
public:

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@ -703,8 +703,8 @@ static void UpdateGamepads() {
const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft,
SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
/*UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft,
SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square*/ // Disable to avoid menu toggle
UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight,
SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp,