mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-01-17 20:18:28 +00:00
keep framerate stable even without vsync (#2165)
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parent
56a6c95730
commit
8695383d35
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@ -37,6 +37,10 @@ public:
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void Start();
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void End();
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std::chrono::nanoseconds GetTotalWait() const {
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return total_wait;
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}
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};
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} // namespace Common
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@ -165,7 +165,7 @@ public:
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debug_message_popup.push(std::move(message));
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}
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bool& ShowingDebugMenuBar() {
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bool& IsShowingDebugMenuBar() {
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return showing_debug_menu_bar;
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}
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@ -253,7 +253,7 @@ void L::DrawAdvanced() {
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void L::DrawSimple() {
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const float frameRate = DebugState.Framerate;
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Text("%d FPS (%.1f ms)", static_cast<int>(std::round(1.0f / frameRate)), frameRate * 1000.0f);
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Text("%d FPS (%.1f ms)", static_cast<int>(std::round(frameRate)), 1000.0f / frameRate);
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}
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static void LoadSettings(const char* line) {
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@ -264,7 +264,7 @@ static void LoadSettings(const char* line) {
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return;
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}
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if (sscanf(line, "show_advanced_debug=%d", &i) == 1) {
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DebugState.ShowingDebugMenuBar() = i != 0;
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DebugState.IsShowingDebugMenuBar() = i != 0;
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return;
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}
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if (sscanf(line, "show_frame_graph=%d", &i) == 1) {
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@ -309,7 +309,7 @@ void L::SetupSettings() {
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handler.WriteAllFn = [](ImGuiContext*, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) {
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buf->appendf("[%s][Data]\n", handler->TypeName);
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buf->appendf("fps_scale=%f\n", fps_scale);
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buf->appendf("show_advanced_debug=%d\n", DebugState.ShowingDebugMenuBar());
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buf->appendf("show_advanced_debug=%d\n", DebugState.IsShowingDebugMenuBar());
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buf->appendf("show_frame_graph=%d\n", frame_graph.is_open);
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buf->appendf("dump_frame_count=%d\n", dump_frame_count);
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buf->append("\n");
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@ -340,7 +340,7 @@ void L::Draw() {
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if (IsKeyPressed(ImGuiKey_F10, false)) {
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if (io.KeyCtrl) {
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DebugState.ShowingDebugMenuBar() ^= true;
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DebugState.IsShowingDebugMenuBar() ^= true;
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} else {
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show_simple_fps = !show_simple_fps;
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}
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@ -375,7 +375,7 @@ void L::Draw() {
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End();
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}
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if (DebugState.ShowingDebugMenuBar()) {
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if (DebugState.IsShowingDebugMenuBar()) {
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PushFont(io.Fonts->Fonts[IMGUI_FONT_MONO]);
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PushID("DevtoolsLayer");
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DrawAdvanced();
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@ -9,6 +9,7 @@
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#include "core/libraries/kernel/time.h"
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#include "core/libraries/videoout/driver.h"
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#include "core/libraries/videoout/videoout_error.h"
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#include "imgui/renderer/imgui_core.h"
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#include "video_core/renderer_vulkan/vk_presenter.h"
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extern std::unique_ptr<Vulkan::Presenter> presenter;
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@ -297,10 +298,12 @@ void VideoOutDriver::PresentThread(std::stop_token token) {
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if (vblank_status.count % (main_port.flip_rate + 1) == 0) {
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const auto request = receive_request();
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if (!request) {
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if (!main_port.is_open) {
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DrawBlankFrame();
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} else {
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DrawLastFrame();
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if (timer.GetTotalWait().count() < 0) { // Dont draw too fast
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if (!main_port.is_open) {
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DrawBlankFrame();
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} else if (ImGui::Core::MustKeepDrawing()) {
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DrawLastFrame();
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}
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}
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} else {
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Flip(request);
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@ -187,7 +187,7 @@ ImGuiID NewFrame(bool is_reusing_frame) {
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ImGui::NewFrame();
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ImGuiWindowFlags flags = ImGuiDockNodeFlags_PassthruCentralNode;
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if (!DebugState.ShowingDebugMenuBar()) {
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if (!DebugState.IsShowingDebugMenuBar()) {
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flags |= ImGuiDockNodeFlags_NoTabBar;
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}
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ImGuiID dockId = DockSpaceOverViewport(0, GetMainViewport(), flags);
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@ -237,6 +237,10 @@ void Render(const vk::CommandBuffer& cmdbuf, const vk::ImageView& image_view,
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}
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}
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bool MustKeepDrawing() {
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return layers.size() > 1 || DebugState.IsShowingDebugMenuBar();
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}
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} // namespace Core
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void Layer::AddLayer(Layer* layer) {
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@ -31,4 +31,6 @@ ImGuiID NewFrame(bool is_reusing_frame = false);
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void Render(const vk::CommandBuffer& cmdbuf, const vk::ImageView& image_view,
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const vk::Extent2D& extent);
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bool MustKeepDrawing(); // Force the emulator redraw
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} // namespace ImGui::Core
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@ -46,6 +46,11 @@ struct SdlData {
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ImVector<SDL_Gamepad*> gamepads{};
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GamepadMode gamepad_mode{};
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bool want_update_gamepads_list{};
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// Framerate counting (based on ImGui impl)
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std::array<float, 60> framerateSecPerFrame;
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int framerateSecPerFrameIdx{};
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float framerateSecPerFrameAcc{};
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};
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// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui
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@ -812,12 +817,15 @@ void NewFrame(bool is_reusing_frame) {
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: 1.0f / 60.0f;
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bd->nonReusedtime = current_time;
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DebugState.FrameDeltaTime = deltaTime;
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float distribution = 0.016f / deltaTime / 10.0f;
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if (distribution > 1.0f) {
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distribution = 1.0f;
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}
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DebugState.Framerate =
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deltaTime * distribution + DebugState.Framerate * (1.0f - distribution);
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int& frameIdx = bd->framerateSecPerFrameIdx;
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float& framerateSec = bd->framerateSecPerFrame[frameIdx];
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float& acc = bd->framerateSecPerFrameAcc;
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int count = bd->framerateSecPerFrame.size();
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acc += deltaTime - framerateSec;
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framerateSec = deltaTime;
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frameIdx = (frameIdx + 1) % count;
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DebugState.Framerate = acc > 0.0f ? 1.0f / (acc / (float)count) : FLT_MAX;
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}
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if (bd->mouse_pending_leave_frame && bd->mouse_pending_leave_frame >= ImGui::GetFrameCount() &&
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