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Merge pull request #8730 from JosJuice/frame-advance-duplicate-frame
Core: Skip duplicate frames when using frame advance
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commit
935b12d785
@ -77,6 +77,7 @@
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/GCAdapter.h"
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#include "VideoCommon/AsyncRequests.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/RenderBase.h"
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@ -104,6 +105,7 @@ static std::thread s_cpu_thread;
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static bool s_request_refresh_info = false;
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static bool s_is_throttler_temp_disabled = false;
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static bool s_frame_step = false;
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static std::atomic<bool> s_stop_frame_step;
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#ifdef USE_MEMORYWATCHER
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static std::unique_ptr<MemoryWatcher> s_memory_watcher;
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@ -858,23 +860,33 @@ void VideoThrottle()
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// --- Callbacks for backends / engine ---
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// Should be called from GPU thread when a frame is drawn
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void Callback_VideoCopiedToXFB(bool video_update)
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// Called from Renderer::Swap (GPU thread) when a new (non-duplicate)
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// frame is presented to the host screen
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void Callback_FramePresented()
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{
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if (video_update)
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s_drawn_frame++;
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s_drawn_frame++;
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s_stop_frame_step.store(true);
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}
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// Called at field boundaries in `VideoInterface::Update()`
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void FrameUpdate()
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// Called from VideoInterface::Update (CPU thread) at emulated field boundaries
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void Callback_NewField()
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{
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Movie::FrameUpdate();
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if (s_frame_step)
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{
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s_frame_step = false;
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CPU::Break();
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if (s_on_state_changed_callback)
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s_on_state_changed_callback(Core::GetState());
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// To ensure that s_stop_frame_step is up to date, wait for the GPU thread queue to empty,
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// since it is may contain a swap event (which will call Callback_FramePresented). This hurts
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// the performance a little, but luckily, performance matters less when using frame stepping.
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AsyncRequests::GetInstance()->WaitForEmptyQueue();
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// Only stop the frame stepping if a new frame was displayed
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// (as opposed to the previous frame being displayed for another frame).
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if (s_stop_frame_step.load())
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{
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s_frame_step = false;
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CPU::Break();
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if (s_on_state_changed_callback)
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s_on_state_changed_callback(Core::GetState());
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}
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}
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}
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@ -1045,6 +1057,7 @@ void DoFrameStep()
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if (GetState() == State::Paused)
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{
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// if already paused, frame advance for 1 frame
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s_stop_frame_step = false;
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s_frame_step = true;
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RequestRefreshInfo();
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SetState(State::Running);
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@ -25,8 +25,8 @@ namespace Core
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bool GetIsThrottlerTempDisabled();
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void SetIsThrottlerTempDisabled(bool disable);
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void Callback_VideoCopiedToXFB(bool video_update);
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void FrameUpdate();
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void Callback_FramePresented();
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void Callback_NewField();
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enum class State
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{
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@ -24,6 +24,7 @@
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#include "Core/HW/ProcessorInterface.h"
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#include "Core/HW/SI/SI.h"
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#include "Core/HW/SystemTimers.h"
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#include "Core/Movie.h"
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#include "DiscIO/Enums.h"
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@ -816,32 +817,10 @@ static void EndField()
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// Run when: When a frame is scanned (progressive/interlace)
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void Update(u64 ticks)
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{
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// If this half-line is at a field boundary, potentially deal with frame-stepping
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// and/or update movie state before dealing with anything else
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// Movie's frame counter should be updated before actually rendering the frame,
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// in case frame counter display is enabled
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if (s_half_line_count == 0 || s_half_line_count == GetHalfLinesPerEvenField())
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Core::FrameUpdate();
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// If an SI poll is scheduled to happen on this half-line, do it!
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if (s_half_line_of_next_si_poll == s_half_line_count)
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{
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Core::UpdateInputGate(!SConfig::GetInstance().m_BackgroundInput);
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SerialInterface::UpdateDevices();
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s_half_line_of_next_si_poll += 2 * SerialInterface::GetPollXLines();
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}
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// If this half-line is at the actual boundary of either field, schedule an SI poll to happen
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// some number of half-lines in the future
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if (s_half_line_count == 0)
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{
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s_half_line_of_next_si_poll = num_half_lines_for_si_poll; // first results start at vsync
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}
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if (s_half_line_count == GetHalfLinesPerEvenField())
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{
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s_half_line_of_next_si_poll = GetHalfLinesPerEvenField() + num_half_lines_for_si_poll;
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}
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Movie::FrameUpdate();
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// If this half-line is at some boundary of the "active video lines" in either field, we either
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// need to (a) send a request to the GPU thread to actually render the XFB, or (b) increment
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@ -864,6 +843,33 @@ void Update(u64 ticks)
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EndField();
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}
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// If this half-line is at a field boundary, deal with updating movie state before potentially
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// dealing with SI polls, but after potentially sending a swap request to the GPU thread
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if (s_half_line_count == 0 || s_half_line_count == GetHalfLinesPerEvenField())
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Core::Callback_NewField();
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// If an SI poll is scheduled to happen on this half-line, do it!
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if (s_half_line_of_next_si_poll == s_half_line_count)
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{
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Core::UpdateInputGate(!SConfig::GetInstance().m_BackgroundInput);
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SerialInterface::UpdateDevices();
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s_half_line_of_next_si_poll += 2 * SerialInterface::GetPollXLines();
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}
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// If this half-line is at the actual boundary of either field, schedule an SI poll to happen
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// some number of half-lines in the future
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if (s_half_line_count == 0)
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{
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s_half_line_of_next_si_poll = num_half_lines_for_si_poll; // first results start at vsync
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}
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if (s_half_line_count == GetHalfLinesPerEvenField())
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{
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s_half_line_of_next_si_poll = GetHalfLinesPerEvenField() + num_half_lines_for_si_poll;
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}
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// Move to the next half-line and potentially roll-over the count to zero. If we've reached
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// the beginning of a new full-line, update the timer
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@ -97,6 +97,12 @@ void AsyncRequests::PushEvent(const AsyncRequests::Event& event, bool blocking)
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}
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}
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void AsyncRequests::WaitForEmptyQueue()
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{
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std::unique_lock<std::mutex> lock(m_mutex);
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m_cond.wait(lock, [this] { return m_queue.empty(); });
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}
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void AsyncRequests::SetEnable(bool enable)
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{
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std::unique_lock<std::mutex> lock(m_mutex);
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@ -82,6 +82,7 @@ public:
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PullEventsInternal();
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}
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void PushEvent(const Event& event, bool blocking = false);
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void WaitForEmptyQueue();
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void SetEnable(bool enable);
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void SetPassthrough(bool enable);
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@ -1309,7 +1309,7 @@ void Renderer::Swap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, u6
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{
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// Remove stale EFB/XFB copies.
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g_texture_cache->Cleanup(m_frame_count);
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Core::Callback_VideoCopiedToXFB(true);
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Core::Callback_FramePresented();
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}
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// Handle any config changes, this gets propogated to the backend.
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