Implement AnyFPS + option to queue one rendered frame (#401)

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Emill 2022-05-29 18:16:23 +02:00 committed by GitHub
parent 90a33e9756
commit ccab94c765
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14 changed files with 298 additions and 89 deletions

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@ -96,7 +96,6 @@ static struct {
uint32_t msaa_num_quality_levels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT];
ComPtr<ID3D11Device> device;
ComPtr<IDXGISwapChain1> swap_chain;
ComPtr<ID3D11DeviceContext> context;
ComPtr<ID3D11RasterizerState> rasterizer_state;
ComPtr<ID3D11DepthStencilState> depth_stencil_state;
@ -252,7 +251,24 @@ static void gfx_d3d11_init(void) {
});
// Create the swap chain
d3d.swap_chain = gfx_dxgi_create_swap_chain(d3d.device.Get());
gfx_dxgi_create_swap_chain(d3d.device.Get(), []() {
d3d.framebuffers[0].render_target_view.Reset();
d3d.textures[d3d.framebuffers[0].texture_id].texture.Reset();
d3d.context->ClearState();
d3d.context->Flush();
d3d.last_shader_program = nullptr;
d3d.last_vertex_buffer_stride = 0;
d3d.last_blend_state.Reset();
d3d.last_resource_views[0].Reset();
d3d.last_resource_views[1].Reset();
d3d.last_sampler_states[0].Reset();
d3d.last_sampler_states[1].Reset();
d3d.last_depth_test = -1;
d3d.last_depth_mask = -1;
d3d.last_zmode_decal = -1;
d3d.last_primitive_topology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED;
});
// Create D3D Debug device if in debug mode
@ -266,7 +282,7 @@ static void gfx_d3d11_init(void) {
// Check the size of the window
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc;
ThrowIfFailed(d3d.swap_chain->GetDesc1(&swap_chain_desc));
ThrowIfFailed(gfx_dxgi_get_swap_chain()->GetDesc1(&swap_chain_desc));
d3d.textures[fb.texture_id].width = swap_chain_desc.Width;
d3d.textures[fb.texture_id].height = swap_chain_desc.Height;
fb.msaa_level = 1;
@ -303,8 +319,6 @@ static void gfx_d3d11_init(void) {
ThrowIfFailed(d3d.device->CreateBuffer(&constant_buffer_desc, nullptr, d3d.per_frame_cb.GetAddressOf()),
gfx_dxgi_get_h_wnd(), "Failed to create per-frame constant buffer.");
d3d.context->PSSetConstantBuffers(0, 1, d3d.per_frame_cb.GetAddressOf());
// Create per-draw constant buffer
constant_buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
@ -316,8 +330,6 @@ static void gfx_d3d11_init(void) {
ThrowIfFailed(d3d.device->CreateBuffer(&constant_buffer_desc, nullptr, d3d.per_draw_cb.GetAddressOf()),
gfx_dxgi_get_h_wnd(), "Failed to create per-draw constant buffer.");
d3d.context->PSSetConstantBuffers(1, 1, d3d.per_draw_cb.GetAddressOf());
// Create compute shader that can be used to retrieve depth buffer values
const char* shader_source = R"(
@ -737,6 +749,8 @@ static void gfx_d3d11_on_resize(void) {
static void gfx_d3d11_start_frame(void) {
// Set per-frame constant buffer
ID3D11Buffer* buffers[2] = { d3d.per_frame_cb.Get(), d3d.per_draw_cb.Get() };
d3d.context->PSSetConstantBuffers(0, 2, buffers);
d3d.per_frame_cb_data.noise_frame++;
if (d3d.per_frame_cb_data.noise_frame > 150) {
@ -803,15 +817,16 @@ static void gfx_d3d11_update_framebuffer_parameters(int fb_id, uint32_t width, u
if (msaa_level <= 1) {
ThrowIfFailed(d3d.device->CreateShaderResourceView(tex.texture.Get(), nullptr, tex.resource_view.ReleaseAndGetAddressOf()));
}
} else if (diff) {
} else if (diff || (render_target && tex.texture.Get() == nullptr)) {
DXGI_SWAP_CHAIN_DESC1 desc1;
ThrowIfFailed(d3d.swap_chain->GetDesc1(&desc1));
IDXGISwapChain1* swap_chain = gfx_dxgi_get_swap_chain();
ThrowIfFailed(swap_chain->GetDesc1(&desc1));
if (desc1.Width != width || desc1.Height != height) {
fb.render_target_view.Reset();
tex.texture.Reset();
ThrowIfFailed(d3d.swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, desc1.Flags));
ThrowIfFailed(swap_chain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, desc1.Flags));
}
ThrowIfFailed(d3d.swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)tex.texture.ReleaseAndGetAddressOf()));
ThrowIfFailed(swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID *)tex.texture.ReleaseAndGetAddressOf()));
}
if (render_target) {
ThrowIfFailed(d3d.device->CreateRenderTargetView(tex.texture.Get(), nullptr, fb.render_target_view.ReleaseAndGetAddressOf()));

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@ -34,15 +34,8 @@
#define WINCLASS_NAME L"N64GAME"
#define GFX_API_NAME "DirectX"
#ifdef VERSION_EU
#define FRAME_INTERVAL_US_NUMERATOR_ 60000
#define FRAME_INTERVAL_US_DENOMINATOR 3
#else
#define FRAME_INTERVAL_US_NUMERATOR_ 50000
#define FRAME_INTERVAL_US_DENOMINATOR 3
#endif
#define FRAME_INTERVAL_US_NUMERATOR (FRAME_INTERVAL_US_NUMERATOR_ * dxgi.frame_divisor)
#define FRAME_INTERVAL_NS_NUMERATOR 1000000000
#define FRAME_INTERVAL_NS_DENOMINATOR (dxgi.target_fps)
using namespace Microsoft::WRL; // For ComPtr
@ -66,14 +59,19 @@ static struct {
ComPtr<IDXGIFactory2> factory;
ComPtr<IDXGISwapChain1> swap_chain;
HANDLE waitable_object;
ComPtr<IUnknown> swap_chain_device; // D3D11 Device or D3D12 Command Queue
std::function<void()> before_destroy_swap_chain_fn;
uint64_t qpc_init, qpc_freq;
uint64_t frame_timestamp; // in units of 1/FRAME_INTERVAL_US_DENOMINATOR microseconds
uint64_t frame_timestamp; // in units of 1/FRAME_INTERVAL_NS_DENOMINATOR nanoseconds
std::map<UINT, DXGI_FRAME_STATISTICS> frame_stats;
std::set<std::pair<UINT, UINT>> pending_frame_stats;
bool dropped_frame;
bool zero_latency;
float detected_hz;
UINT length_in_vsync_frames;
uint32_t frame_divisor;
uint32_t target_fps;
uint32_t maximum_frame_latency;
uint32_t applied_maximum_frame_latency;
HANDLE timer;
bool use_timer;
LARGE_INTEGER previous_present_time;
@ -143,6 +141,22 @@ static void run_as_dpi_aware(Fun f) {
}
}
static void apply_maximum_frame_latency(bool first) {
ComPtr<IDXGISwapChain2> swap_chain2;
if (dxgi.swap_chain->QueryInterface(__uuidof(IDXGISwapChain2), &swap_chain2) == S_OK) {
ThrowIfFailed(swap_chain2->SetMaximumFrameLatency(dxgi.maximum_frame_latency));
if (first) {
dxgi.waitable_object = swap_chain2->GetFrameLatencyWaitableObject();
WaitForSingleObject(dxgi.waitable_object, INFINITE);
}
} else {
ComPtr<IDXGIDevice1> device1;
ThrowIfFailed(dxgi.swap_chain->GetDevice(__uuidof(IDXGIDevice1), &device1));
ThrowIfFailed(device1->SetMaximumFrameLatency(dxgi.maximum_frame_latency));
}
dxgi.applied_maximum_frame_latency = dxgi.maximum_frame_latency;
}
static void toggle_borderless_window_full_screen(bool enable, bool call_callback) {
// Windows 7 + flip mode + waitable object can't go to exclusive fullscreen,
// so do borderless instead. If DWM is enabled, this means we get one monitor
@ -271,7 +285,8 @@ void gfx_dxgi_init(const char *game_name, bool start_in_fullscreen) {
dxgi.qpc_init = qpc_init.QuadPart;
dxgi.qpc_freq = qpc_freq.QuadPart;
dxgi.frame_divisor = 1;
dxgi.target_fps = 60;
dxgi.maximum_frame_latency = 1;
dxgi.timer = CreateWaitableTimer(nullptr, false, nullptr);
// Prepare window title
@ -367,8 +382,8 @@ static void gfx_dxgi_handle_events(void) {
}*/
}
static uint64_t qpc_to_us(uint64_t qpc) {
return qpc / dxgi.qpc_freq * 1000000 + qpc % dxgi.qpc_freq * 1000000 / dxgi.qpc_freq;
static uint64_t qpc_to_ns(uint64_t qpc) {
return qpc / dxgi.qpc_freq * 1000000000 + qpc % dxgi.qpc_freq * 1000000000 / dxgi.qpc_freq;
}
static uint64_t qpc_to_100ns(uint64_t qpc) {
@ -406,7 +421,7 @@ static bool gfx_dxgi_start_frame(void) {
dxgi.use_timer = false;
dxgi.frame_timestamp += FRAME_INTERVAL_US_NUMERATOR;
dxgi.frame_timestamp += FRAME_INTERVAL_NS_NUMERATOR;
if (dxgi.frame_stats.size() >= 2) {
DXGI_FRAME_STATISTICS *first = &dxgi.frame_stats.begin()->second;
@ -421,14 +436,16 @@ static bool gfx_dxgi_start_frame(void) {
}
double estimated_vsync_interval = (double)sync_qpc_diff / (double)sync_vsync_diff;
uint64_t estimated_vsync_interval_us = qpc_to_us(estimated_vsync_interval);
//printf("Estimated vsync_interval: %d\n", (int)estimated_vsync_interval_us);
if (estimated_vsync_interval_us < 2 || estimated_vsync_interval_us > 1000000) {
uint64_t estimated_vsync_interval_ns = qpc_to_ns(estimated_vsync_interval);
//printf("Estimated vsync_interval: %d\n", (int)estimated_vsync_interval_ns);
if (estimated_vsync_interval_ns < 2000 || estimated_vsync_interval_ns > 1000000000) {
// Unreasonable, maybe a monitor change
estimated_vsync_interval_us = 16666;
estimated_vsync_interval = estimated_vsync_interval_us * dxgi.qpc_freq / 1000000;
estimated_vsync_interval_ns = 16666666;
estimated_vsync_interval = estimated_vsync_interval_ns * dxgi.qpc_freq / 1000000000;
}
dxgi.detected_hz = (float)((double)1000000000 / (double)estimated_vsync_interval_ns);
UINT queued_vsyncs = 0;
bool is_first = true;
for (const std::pair<UINT, UINT>& p : dxgi.pending_frame_stats) {
@ -440,21 +457,21 @@ static bool gfx_dxgi_start_frame(void) {
}
uint64_t last_frame_present_end_qpc = (last->SyncQPCTime.QuadPart - dxgi.qpc_init) + estimated_vsync_interval * queued_vsyncs;
uint64_t last_end_us = qpc_to_us(last_frame_present_end_qpc);
uint64_t last_end_ns = qpc_to_ns(last_frame_present_end_qpc);
double vsyncs_to_wait = (double)(int64_t)(dxgi.frame_timestamp / FRAME_INTERVAL_US_DENOMINATOR - last_end_us) / estimated_vsync_interval_us;
//printf("ts: %llu, last_end_us: %llu, Init v: %f\n", dxgi.frame_timestamp / 3, last_end_us, vsyncs_to_wait);
double vsyncs_to_wait = (double)(int64_t)(dxgi.frame_timestamp / FRAME_INTERVAL_NS_DENOMINATOR - last_end_ns) / estimated_vsync_interval_ns;
//printf("ts: %llu, last_end_ns: %llu, Init v: %f\n", dxgi.frame_timestamp / 3, last_end_ns, vsyncs_to_wait);
if (vsyncs_to_wait <= 0) {
// Too late
if ((int64_t)(dxgi.frame_timestamp / FRAME_INTERVAL_US_DENOMINATOR - last_end_us) < -66666) {
if ((int64_t)(dxgi.frame_timestamp / FRAME_INTERVAL_NS_DENOMINATOR - last_end_ns) < -66666666) {
// The application must have been paused or similar
vsyncs_to_wait = round(((double)FRAME_INTERVAL_US_NUMERATOR / FRAME_INTERVAL_US_DENOMINATOR) / estimated_vsync_interval_us);
vsyncs_to_wait = round(((double)FRAME_INTERVAL_NS_NUMERATOR / FRAME_INTERVAL_NS_DENOMINATOR) / estimated_vsync_interval_ns);
if (vsyncs_to_wait < 1) {
vsyncs_to_wait = 1;
}
dxgi.frame_timestamp = FRAME_INTERVAL_US_DENOMINATOR * (last_end_us + vsyncs_to_wait * estimated_vsync_interval_us);
dxgi.frame_timestamp = FRAME_INTERVAL_NS_DENOMINATOR * (last_end_ns + vsyncs_to_wait * estimated_vsync_interval_ns);
} else {
// Drop frame
//printf("Dropping frame\n");
@ -464,9 +481,9 @@ static bool gfx_dxgi_start_frame(void) {
}
double orig_wait = vsyncs_to_wait;
if (floor(vsyncs_to_wait) != vsyncs_to_wait) {
uint64_t left = last_end_us + floor(vsyncs_to_wait) * estimated_vsync_interval_us;
uint64_t right = last_end_us + ceil(vsyncs_to_wait) * estimated_vsync_interval_us;
uint64_t adjusted_desired_time = dxgi.frame_timestamp / FRAME_INTERVAL_US_DENOMINATOR + (last_end_us + (FRAME_INTERVAL_US_NUMERATOR / FRAME_INTERVAL_US_DENOMINATOR) > dxgi.frame_timestamp / FRAME_INTERVAL_US_DENOMINATOR ? 2000 : -2000);
uint64_t left = last_end_ns + floor(vsyncs_to_wait) * estimated_vsync_interval_ns;
uint64_t right = last_end_ns + ceil(vsyncs_to_wait) * estimated_vsync_interval_ns;
uint64_t adjusted_desired_time = dxgi.frame_timestamp / FRAME_INTERVAL_NS_DENOMINATOR + (last_end_ns + (FRAME_INTERVAL_NS_NUMERATOR / FRAME_INTERVAL_NS_DENOMINATOR) > dxgi.frame_timestamp / FRAME_INTERVAL_NS_DENOMINATOR ? 2000000 : -2000000);
int64_t diff_left = adjusted_desired_time - left;
int64_t diff_right = right - adjusted_desired_time;
if (diff_left < 0) {
@ -506,7 +523,7 @@ static void gfx_dxgi_swap_buffers_begin(void) {
LARGE_INTEGER t;
if (dxgi.use_timer) {
QueryPerformanceCounter(&t);
int64_t next = qpc_to_100ns(dxgi.previous_present_time.QuadPart) + 10 * FRAME_INTERVAL_US_NUMERATOR / FRAME_INTERVAL_US_DENOMINATOR;
int64_t next = qpc_to_100ns(dxgi.previous_present_time.QuadPart) + FRAME_INTERVAL_NS_NUMERATOR / (FRAME_INTERVAL_NS_DENOMINATOR * 100);
int64_t left = next - qpc_to_100ns(t.QuadPart);
if (left > 0) {
LARGE_INTEGER li;
@ -531,6 +548,32 @@ static void gfx_dxgi_swap_buffers_end(void) {
QueryPerformanceCounter(&t0);
QueryPerformanceCounter(&t1);
if (dxgi.applied_maximum_frame_latency > dxgi.maximum_frame_latency) {
// There seems to be a bug that if latency is decreased, there is no effect of that operation, so recreate swap chain
if (dxgi.waitable_object != nullptr) {
if (!dxgi.dropped_frame) {
// Wait the last time on this swap chain
WaitForSingleObject(dxgi.waitable_object, INFINITE);
}
CloseHandle(dxgi.waitable_object);
dxgi.waitable_object = nullptr;
}
dxgi.before_destroy_swap_chain_fn();
dxgi.swap_chain.Reset();
gfx_dxgi_create_swap_chain(dxgi.swap_chain_device.Get(), move(dxgi.before_destroy_swap_chain_fn));
dxgi.frame_timestamp = 0;
dxgi.frame_stats.clear();
dxgi.pending_frame_stats.clear();
return; // Make sure we don't wait a second time on the waitable object, since that would hang the program
} else if (dxgi.applied_maximum_frame_latency != dxgi.maximum_frame_latency) {
apply_maximum_frame_latency(false);
}
if (!dxgi.dropped_frame) {
if (dxgi.waitable_object != nullptr) {
WaitForSingleObject(dxgi.waitable_object, INFINITE);
@ -554,8 +597,20 @@ static double gfx_dxgi_get_time(void) {
return (double)(t.QuadPart - dxgi.qpc_init) / dxgi.qpc_freq;
}
static void gfx_dxgi_set_frame_divisor(int divisor) {
dxgi.frame_divisor = divisor;
static void gfx_dxgi_set_target_fps(int fps) {
uint32_t old_fps = dxgi.target_fps;
uint64_t t0 = dxgi.frame_timestamp / old_fps;
uint32_t t1 = dxgi.frame_timestamp % old_fps;
dxgi.target_fps = fps;
dxgi.frame_timestamp = t0 * dxgi.target_fps + t1 * dxgi.target_fps / old_fps;
}
static void gfx_dxgi_set_maximum_frame_latency(int latency) {
dxgi.maximum_frame_latency = latency;
}
static float gfx_dxgi_get_detected_hz() {
return dxgi.detected_hz;
}
void gfx_dxgi_create_factory_and_device(bool debug, int d3d_version, bool (*create_device_fn)(IDXGIAdapter1 *adapter, bool test_only)) {
@ -592,12 +647,12 @@ void gfx_dxgi_create_factory_and_device(bool debug, int d3d_version, bool (*crea
SetWindowTextW(dxgi.h_wnd, w_title);
}
ComPtr<IDXGISwapChain1> gfx_dxgi_create_swap_chain(IUnknown *device) {
void gfx_dxgi_create_swap_chain(IUnknown *device, std::function<void()>&& before_destroy_fn) {
bool win8 = IsWindows8OrGreater(); // DXGI_SCALING_NONE is only supported on Win8 and beyond
bool dxgi_13 = dxgi.CreateDXGIFactory2 != nullptr; // DXGI 1.3 introduced waitable object
DXGI_SWAP_CHAIN_DESC1 swap_chain_desc = {};
swap_chain_desc.BufferCount = 2;
swap_chain_desc.BufferCount = 3;
swap_chain_desc.Width = 0;
swap_chain_desc.Height = 0;
swap_chain_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
@ -617,28 +672,24 @@ ComPtr<IDXGISwapChain1> gfx_dxgi_create_swap_chain(IUnknown *device) {
});
ThrowIfFailed(dxgi.factory->MakeWindowAssociation(dxgi.h_wnd, DXGI_MWA_NO_ALT_ENTER));
ComPtr<IDXGISwapChain2> swap_chain2;
if (dxgi.swap_chain->QueryInterface(__uuidof(IDXGISwapChain2), &swap_chain2) == S_OK) {
ThrowIfFailed(swap_chain2->SetMaximumFrameLatency(1));
dxgi.waitable_object = swap_chain2->GetFrameLatencyWaitableObject();
WaitForSingleObject(dxgi.waitable_object, INFINITE);
} else {
ComPtr<IDXGIDevice1> device1;
ThrowIfFailed(device->QueryInterface(IID_PPV_ARGS(&device1)));
ThrowIfFailed(device1->SetMaximumFrameLatency(1));
}
apply_maximum_frame_latency(true);
ThrowIfFailed(dxgi.swap_chain->GetDesc1(&swap_chain_desc));
dxgi.current_width = swap_chain_desc.Width;
dxgi.current_height = swap_chain_desc.Height;
return dxgi.swap_chain;
dxgi.swap_chain_device = device;
dxgi.before_destroy_swap_chain_fn = std::move(before_destroy_fn);
}
HWND gfx_dxgi_get_h_wnd(void) {
return dxgi.h_wnd;
}
IDXGISwapChain1* gfx_dxgi_get_swap_chain() {
return dxgi.swap_chain.Get();
}
void ThrowIfFailed(HRESULT res) {
if (FAILED(res)) {
fprintf(stderr, "Error: 0x%08X\n", res);
@ -668,7 +719,9 @@ extern "C" struct GfxWindowManagerAPI gfx_dxgi_api = {
gfx_dxgi_swap_buffers_begin,
gfx_dxgi_swap_buffers_end,
gfx_dxgi_get_time,
gfx_dxgi_set_frame_divisor,
gfx_dxgi_set_target_fps,
gfx_dxgi_set_maximum_frame_latency,
gfx_dxgi_get_detected_hz,
};
#endif

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@ -4,9 +4,15 @@
#include "gfx_rendering_api.h"
#ifdef DECLARE_GFX_DXGI_FUNCTIONS
#include <functional>
#include <dxgi1_2.h>
void gfx_dxgi_create_factory_and_device(bool debug, int d3d_version, bool (*create_device_fn)(IDXGIAdapter1 *adapter, bool test_only));
Microsoft::WRL::ComPtr<IDXGISwapChain1> gfx_dxgi_create_swap_chain(IUnknown *device);
void gfx_dxgi_create_swap_chain(IUnknown *device, std::function<void()>&& before_destroy_fn);
HWND gfx_dxgi_get_h_wnd(void);
IDXGISwapChain1* gfx_dxgi_get_swap_chain();
void ThrowIfFailed(HRESULT res);
void ThrowIfFailed(HRESULT res, HWND h_wnd, const char *message);
#endif

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@ -2789,6 +2789,9 @@ void gfx_run(Gfx *commands, const std::unordered_map<Mtx *, MtxF>& mtx_replaceme
gfx_rapi->start_frame();
gfx_rapi->start_draw_to_framebuffer(game_renders_to_framebuffer ? game_framebuffer : 0, (float)gfx_current_dimensions.height / SCREEN_HEIGHT);
gfx_rapi->clear_framebuffer();
rdp.viewport_or_scissor_changed = true;
rendering_state.viewport = {};
rendering_state.scissor = {};
gfx_run_dl(commands);
gfx_flush();
SohUtils::saveEnvironmentVar("framebuffer", string());
@ -2825,8 +2828,16 @@ void gfx_end_frame(void) {
}
}
void gfx_set_framedivisor(int divisor) {
gfx_wapi->set_frame_divisor(divisor);
void gfx_set_target_fps(int fps) {
gfx_wapi->set_target_fps(fps);
}
void gfx_set_maximum_frame_latency(int latency) {
gfx_wapi->set_maximum_frame_latency(latency);
}
float gfx_get_detected_hz(void) {
return gfx_wapi->get_detected_hz();
}
int gfx_create_framebuffer(uint32_t width, uint32_t height) {

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@ -67,7 +67,9 @@ struct GfxRenderingAPI* gfx_get_current_rendering_api(void);
void gfx_start_frame(void);
void gfx_run(Gfx* commands, const std::unordered_map<Mtx*, MtxF>& mtx_replacements);
void gfx_end_frame(void);
void gfx_set_framedivisor(int);
void gfx_set_target_fps(int);
void gfx_set_maximum_frame_latency(int latency);
float gfx_get_detected_hz(void);
void gfx_texture_cache_clear();
extern "C" int gfx_create_framebuffer(uint32_t width, uint32_t height);
void gfx_get_pixel_depth_prepare(float x, float y);

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@ -123,11 +123,10 @@ static uint64_t previous_time;
static HANDLE timer;
#endif
static int frameDivisor = 1;
static int target_fps = 60;
#define FRAME_INTERVAL_US_NUMERATOR_ 50000
#define FRAME_INTERVAL_US_DENOMINATOR 3
#define FRAME_INTERVAL_US_NUMERATOR (FRAME_INTERVAL_US_NUMERATOR_ * frameDivisor)
#define FRAME_INTERVAL_US_NUMERATOR 1000000
#define FRAME_INTERVAL_US_DENOMINATOR (target_fps)
static void gfx_sdl_init(const char *game_name, bool start_in_fullscreen) {
SDL_Init(SDL_INIT_VIDEO);
@ -266,15 +265,16 @@ static uint64_t qpc_to_100ns(uint64_t qpc) {
static inline void sync_framerate_with_timer(void) {
uint64_t t;
t = SDL_GetPerformanceCounter();
t = qpc_to_100ns(SDL_GetPerformanceCounter());
const int64_t next = qpc_to_100ns(previous_time) + 10 * FRAME_INTERVAL_US_NUMERATOR / FRAME_INTERVAL_US_DENOMINATOR;
const int64_t left = next - qpc_to_100ns(t);
const int64_t next = previous_time + 10 * FRAME_INTERVAL_US_NUMERATOR / FRAME_INTERVAL_US_DENOMINATOR;
const int64_t left = next - t;
if (left > 0) {
#ifdef __linux__
const timespec spec = { 0, left * 100 };
nanosleep(&spec, nullptr);
#else
// The accuracy of this timer seems to usually be within +- 1.0 ms
LARGE_INTEGER li;
li.QuadPart = -left;
SetWaitableTimer(timer, &li, 0, nullptr, nullptr, false);
@ -282,7 +282,13 @@ static inline void sync_framerate_with_timer(void) {
#endif
}
t = SDL_GetPerformanceCounter();
t = qpc_to_100ns(SDL_GetPerformanceCounter());
if (left > 0 && t - next < 10000) {
// In case it takes some time for the application to wake up after sleep,
// or inaccurate timer,
// don't let that slow down the framerate.
t = next;
}
previous_time = t;
}
@ -299,9 +305,16 @@ static double gfx_sdl_get_time(void) {
return 0.0;
}
static void gfx_sdl_set_framedivisor(int divisor)
{
frameDivisor = divisor;
static void gfx_sdl_set_target_fps(int fps) {
target_fps = fps;
}
static void gfx_sdl_set_maximum_frame_latency(int latency) {
// Not supported by SDL :(
}
static float gfx_sdl_get_detected_hz(void) {
return 0;
}
struct GfxWindowManagerAPI gfx_sdl = {
@ -317,7 +330,9 @@ struct GfxWindowManagerAPI gfx_sdl = {
gfx_sdl_swap_buffers_begin,
gfx_sdl_swap_buffers_end,
gfx_sdl_get_time,
gfx_sdl_set_framedivisor
gfx_sdl_set_target_fps,
gfx_sdl_set_maximum_frame_latency,
gfx_sdl_get_detected_hz
};
#endif

View File

@ -17,7 +17,9 @@ struct GfxWindowManagerAPI {
void (*swap_buffers_begin)(void);
void (*swap_buffers_end)(void);
double (*get_time)(void); // For debug
void (*set_frame_divisor)(int);
void (*set_target_fps)(int fps);
void (*set_maximum_frame_latency)(int latency);
float (*get_detected_hz)(void);
};
#endif

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@ -680,6 +680,34 @@ namespace SohImGui {
Tooltip("Activates anti-aliasing when above 1, up to 8x for 8 samples for every pixel");
gfx_msaa_level = CVar_GetS32("gMSAAValue", 1);
if (impl.backend == Backend::DX11)
{
const char* cvar = "gExtraLatencyThreshold";
int val = CVar_GetS32(cvar, 80);
val = MAX(MIN(val, 250), 0);
int fps = val;
if (fps == 0)
{
ImGui::Text("Jitter fix: Off");
}
else
{
ImGui::Text("Jitter fix: >= %d FPS", fps);
}
if (ImGui::SliderInt("##ExtraLatencyThreshold", &val, 0, 250, "", ImGuiSliderFlags_AlwaysClamp))
{
CVar_SetS32(cvar, val);
needs_save = true;
}
Tooltip("When Interpolation FPS setting is at least this threshold,\n"
"add one frame of input lag (e.g. 16.6 ms for 60 FPS) in order to avoid jitter.\n"
"This setting allows the CPU to work on one frame while GPU works on the previous frame.\n"
"This setting should be used when your computer is too slow to do CPU + GPU work in time.");
}
EXPERIMENTAL();
ImGui::Text("Texture Filter (Needs reload)");
GfxRenderingAPI* gapi = gfx_get_current_rendering_api();
@ -764,7 +792,46 @@ namespace SohImGui {
EXPERIMENTAL();
EnhancementCheckbox("60FPS Interpolation", "g60FPS");
const char* fps_cvar = "gInterpolationFPS";
{
int val = CVar_GetS32(fps_cvar, 20);
val = MAX(MIN(val, 250), 20);
int fps = val;
if (fps == 20)
{
ImGui::Text("Frame interpolation: Off");
}
else
{
ImGui::Text("Frame interpolation: %d FPS", fps);
}
if (ImGui::SliderInt("##FPSInterpolation", &val, 20, 250, "", ImGuiSliderFlags_AlwaysClamp))
{
CVar_SetS32(fps_cvar, val);
needs_save = true;
}
Tooltip("Interpolate extra frames to get smoother graphics.\n"
"Set to match your monitor's refresh rate, or a divisor of it.\n"
"A higher target FPS than your monitor's refresh rate will just waste resources,\n"
"and might give a worse result.\n"
"For consistent input lag, set this value and your monitor's refresh rate to a multiple of 20.\n"
"Ctrl+Click for keyboard input.");
}
if (impl.backend == Backend::DX11)
{
if (ImGui::Button("Match Refresh Rate"))
{
int hz = roundf(gfx_get_detected_hz());
if (hz >= 20 && hz <= 250)
{
CVar_SetS32(fps_cvar, hz);
needs_save = true;
}
}
}
EnhancementCheckbox("Disable LOD", "gDisableLOD");
Tooltip("Turns off the level of detail setting, making models always use their higher poly variants");

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@ -272,13 +272,14 @@ namespace Ship {
gfx_run(Commands, m);
gfx_end_frame();
}
gfx_run(Commands, {});
gfx_end_frame();
}
void Window::SetFrameDivisor(int divisor) {
gfx_set_framedivisor(divisor);
//gfx_set_framedivisor(0);
void Window::SetTargetFps(int fps) {
gfx_set_target_fps(fps);
}
void Window::SetMaximumFrameLatency(int latency) {
gfx_set_maximum_frame_latency(latency);
}
void Window::GetPixelDepthPrepare(float x, float y) {

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@ -20,7 +20,8 @@ namespace Ship {
void Init();
void StartFrame();
void RunCommands(Gfx* Commands, const std::vector<std::unordered_map<Mtx*, MtxF>>& mtx_replacements);
void SetFrameDivisor(int divisor);
void SetTargetFps(int fps);
void SetMaximumFrameLatency(int latency);
void GetPixelDepthPrepare(float x, float y);
uint16_t GetPixelDepth(float x, float y);
void ToggleFullscreen();

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@ -175,8 +175,6 @@ extern "C" void Graph_StartFrame() {
// C->C++ Bridge
extern "C" void Graph_ProcessGfxCommands(Gfx* commands) {
OTRGlobals::Instance->context->GetWindow()->SetFrameDivisor(CVar_GetS32("g60FPS", 0) == 0 ? R_UPDATE_RATE : 1);
if (!audio.initialized) {
audio.initialized = true;
std::thread([]() {
@ -226,15 +224,45 @@ extern "C" void Graph_ProcessGfxCommands(Gfx* commands) {
audio.cv_to_thread.notify_one();
std::vector<std::unordered_map<Mtx*, MtxF>> mtx_replacements;
if (CVar_GetS32("g60FPS", 0) != 0) {
int to = R_UPDATE_RATE;
for (int i = 1; i < to; i++) {
mtx_replacements.push_back(FrameInterpolation_Interpolate(i / (float)to));
int target_fps = CVar_GetS32("gInterpolationFPS", 20);
static int last_fps;
static int last_update_rate;
static int time;
int fps = target_fps;
int original_fps = 60 / R_UPDATE_RATE;
if (target_fps == 20 || original_fps > target_fps) {
fps = original_fps;
}
if (last_fps != fps || last_update_rate != R_UPDATE_RATE) {
time = 0;
}
// time_base = fps * original_fps (one second)
int next_original_frame = fps;
while (time + original_fps <= next_original_frame) {
time += original_fps;
if (time != next_original_frame) {
mtx_replacements.push_back(FrameInterpolation_Interpolate((float)time / next_original_frame));
} else {
mtx_replacements.emplace_back();
}
}
time -= fps;
OTRGlobals::Instance->context->GetWindow()->SetTargetFps(fps);
int threshold = CVar_GetS32("gExtraLatencyThreshold", 80);
OTRGlobals::Instance->context->GetWindow()->SetMaximumFrameLatency(threshold > 0 && target_fps >= threshold ? 2 : 1);
OTRGlobals::Instance->context->GetWindow()->RunCommands(commands, mtx_replacements);
last_fps = fps;
last_update_rate = R_UPDATE_RATE;
{
std::unique_lock<std::mutex> Lock(audio.mutex);
while (audio.processing) {

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@ -451,7 +451,7 @@ void FrameInterpolation_StartRecord(void) {
current_recording = {};
current_path.clear();
current_path.push_back(&current_recording.root_path);
if (CVar_GetS32("g60FPS", 0) != 0) {
if (CVar_GetS32("gInterpolationFPS", 20) != 20) {
is_recording = true;
}
}

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@ -2290,8 +2290,8 @@ void Actor_DrawFaroresWindPointer(GlobalContext* globalCtx) {
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset,
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), 255, 255, 255, lightRadius);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 5474);
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_actor.c", 5474);
}
void func_80030488(GlobalContext* globalCtx) {

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@ -5,6 +5,8 @@
#include "textures/title_static/title_static.h"
#include "textures/parameter_static/parameter_static.h"
#include "soh/frame_interpolation.h"
static s16 sUnused = 106;
static s16 sScreenFillAlpha = 255;
@ -1136,6 +1138,8 @@ void FileChoose_ConfigModeDraw(GameState* thisx) {
FileChoose_SetWindowVtx(&this->state);
FileChoose_SetWindowContentVtx(&this->state);
FrameInterpolation_RecordOpenChild(this, this->configMode);
if ((this->configMode != CM_NAME_ENTRY) && (this->configMode != CM_START_NAME_ENTRY)) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetCombineMode(POLY_OPA_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
@ -1227,6 +1231,8 @@ void FileChoose_ConfigModeDraw(GameState* thisx) {
gDPPipeSync(POLY_OPA_DISP++);
FileChoose_SetView(this, 0.0f, 0.0f, 64.0f);
FrameInterpolation_RecordCloseChild();
CLOSE_DISPS(this->state.gfxCtx, "../z_file_choose.c", 2352);
}
@ -1669,7 +1675,9 @@ void FileChoose_Main(GameState* thisx) {
FileChoose_PulsateCursor(&this->state);
gFileSelectUpdateFuncs[this->menuMode](&this->state);
FrameInterpolation_StartRecord();
gFileSelectDrawFuncs[this->menuMode](&this->state);
FrameInterpolation_StopRecord();
// do not draw controls text in the options menu
if ((this->configMode <= CM_NAME_ENTRY_TO_MAIN) || (this->configMode >= CM_UNUSED_DELAY)) {