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Prepare for deferred waits
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hrydgard committed Dec 18, 2023
1 parent 7f075dc commit 97e0f6d
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Showing 4 changed files with 40 additions and 11 deletions.
27 changes: 27 additions & 0 deletions Core/FrameTiming.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,17 @@

FrameTiming g_frameTiming;

void WaitUntil(double now, double timestamp) {
#ifdef _WIN32
while (time_now_d() < timestamp) {
sleep_ms(1); // Sleep for 1ms on this thread
}
#else
const double left = timestamp - now;
usleep((long)(left * 1000000));
#endif
}

inline Draw::PresentMode GetBestImmediateMode(Draw::PresentMode supportedModes) {
if (supportedModes & Draw::PresentMode::MAILBOX) {
return Draw::PresentMode::MAILBOX;
Expand All @@ -50,6 +61,22 @@ void FrameTiming::Reset(Draw::DrawContext *draw) {
}
}

void FrameTiming::DeferWaitUntil(double until, double *curTimePtr) {
_dbg_assert_(until > 0.0);
waitUntil_ = until;
curTimePtr_ = curTimePtr;
}

void FrameTiming::PostSubmit() {
if (waitUntil_ != 0.0) {
WaitUntil(time_now_d(), waitUntil_);
if (curTimePtr_) {
*curTimePtr_ = waitUntil_;
}
waitUntil_ = 0.0;
}
}

Draw::PresentMode ComputePresentMode(Draw::DrawContext *draw, int *interval) {
Draw::PresentMode mode = Draw::PresentMode::FIFO;

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13 changes: 11 additions & 2 deletions Core/FrameTiming.h
Original file line number Diff line number Diff line change
Expand Up @@ -8,14 +8,23 @@ namespace Draw {
class DrawContext;
}

struct FrameTiming {
class FrameTiming {
public:
void DeferWaitUntil(double until, double *curTimePtr);
void PostSubmit();
void Reset(Draw::DrawContext *draw);

// Some backends won't allow changing this willy nilly.
Draw::PresentMode presentMode;
int presentInterval;

void Reset(Draw::DrawContext *draw);
private:
double waitUntil_;
double *curTimePtr_;
};

extern FrameTiming g_frameTiming;

Draw::PresentMode ComputePresentMode(Draw::DrawContext *draw, int *interval);

void WaitUntil(double now, double timestamp);
10 changes: 1 addition & 9 deletions Core/HLE/sceDisplay.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -440,15 +440,7 @@ static void DoFrameTiming(bool throttle, bool *skipFrame, float scaledTimestep,
// Wait until we've caught up.
// TODO: This is the wait we actually move to after the frame.
// But watch out, curFrameTime below must be updated correctly - I think.

while (time_now_d() < nextFrameTime) {
#ifdef _WIN32
sleep_ms(1); // Sleep for 1ms on this thread
#else
const double left = nextFrameTime - curFrameTime;
usleep((long)(left * 1000000));
#endif
}
WaitUntil(curFrameTime, nextFrameTime);
}
curFrameTime = time_now_d();
}
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1 change: 1 addition & 0 deletions UI/NativeApp.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1117,6 +1117,7 @@ void NativeFrame(GraphicsContext *graphicsContext) {

// This, between EndFrame and Present, is where we should actually wait to do present time management.
// There might not be a meaningful distinction here for all backends..
g_frameTiming.PostSubmit();

if (renderCounter < 10 && ++renderCounter == 10) {
// We're rendering fine, clear out failure info.
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