diff options
Diffstat (limited to 'Source/Core/VideoCommon/Present.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/Present.cpp | 73 |
1 files changed, 54 insertions, 19 deletions
diff --git a/Source/Core/VideoCommon/Present.cpp b/Source/Core/VideoCommon/Present.cpp index bedc1c128f..ea7cb65f95 100644 --- a/Source/Core/VideoCommon/Present.cpp +++ b/Source/Core/VideoCommon/Present.cpp @@ -163,9 +163,12 @@ void Presenter::ViSwap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, { bool is_duplicate = FetchXFB(xfb_addr, fb_width, fb_stride, fb_height, ticks); - PresentInfo present_info; - present_info.emulated_timestamp = ticks; - present_info.present_count = m_present_count++; + PresentInfo present_info{ + .present_count = m_present_count++, + .emulated_timestamp = ticks, + .intended_present_time = presentation_time, + }; + if (is_duplicate) { present_info.frame_count = m_frame_count - 1; // Previous frame @@ -202,13 +205,7 @@ void Presenter::ViSwap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, if (!is_duplicate || !g_ActiveConfig.bSkipPresentingDuplicateXFBs) { - // If RushFramePresentation is enabled, ignore the proper time to present as soon as possible. - // The goal is to achieve the lowest possible input latency. - if (Config::Get(Config::MAIN_RUSH_FRAME_PRESENTATION)) - Present(); - else - Present(presentation_time); - + Present(&present_info); ProcessFrameDumping(ticks); video_events.after_present_event.Trigger(present_info); @@ -221,17 +218,19 @@ void Presenter::ImmediateSwap(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_ FetchXFB(xfb_addr, fb_width, fb_stride, fb_height, ticks); - PresentInfo present_info; - present_info.emulated_timestamp = ticks; - present_info.frame_count = m_frame_count++; - present_info.reason = PresentInfo::PresentReason::Immediate; - present_info.present_count = m_present_count++; + PresentInfo present_info{ + .frame_count = m_frame_count++, + .present_count = m_present_count++, + .reason = PresentInfo::PresentReason::Immediate, + .emulated_timestamp = ticks, + .intended_present_time = m_next_swap_estimated_time, + }; auto& video_events = GetVideoEvents(); video_events.before_present_event.Trigger(present_info); - Present(); + Present(&present_info); ProcessFrameDumping(ticks); video_events.after_present_event.Trigger(present_info); @@ -834,7 +833,7 @@ void Presenter::RenderXFBToScreen(const MathUtil::Rectangle<int>& target_rc, } } -void Presenter::Present(std::optional<TimePoint> presentation_time) +void Presenter::Present(PresentInfo* present_info) { m_present_count++; @@ -888,8 +887,16 @@ void Presenter::Present(std::optional<TimePoint> presentation_time) { std::lock_guard<std::mutex> guard(m_swap_mutex); - if (presentation_time.has_value()) - Core::System::GetInstance().GetCoreTiming().SleepUntil(*presentation_time); + if (present_info != nullptr) + { + const auto present_time = GetUpdatedPresentationTime(present_info->intended_present_time); + + Core::System::GetInstance().GetCoreTiming().SleepUntil(present_time); + + // Perhaps in the future a more accurate time can be acquired from the various backends. + present_info->actual_present_time = Clock::now(); + present_info->present_time_accuracy = PresentInfo::PresentTimeAccuracy::PresentInProgress; + } g_gfx->PresentBackbuffer(); } @@ -907,6 +914,34 @@ void Presenter::Present(std::optional<TimePoint> presentation_time) g_gfx->EndUtilityDrawing(); } +TimePoint Presenter::GetUpdatedPresentationTime(TimePoint intended_presentation_time) +{ + const auto now = Clock::now(); + const auto arrival_offset = std::min(now - intended_presentation_time, DT{}); + + if (!Config::Get(Config::MAIN_SMOOTH_EARLY_PRESENTATION)) + { + m_presentation_time_offset = arrival_offset; + + // When SmoothEarlyPresentation is off and ImmediateXFB or RushFramePresentation are on, + // present as soon as possible as the goal is to achieve low input latency. + if (g_ActiveConfig.bImmediateXFB || Config::Get(Config::MAIN_RUSH_FRAME_PRESENTATION)) + return now; + + return intended_presentation_time; + } + + // Adjust slowly backward in time but quickly forward in time. + // This keeps the pacing moderately smooth even if games produce regular sporadic bumps. + // This was tuned to handle the terrible pacing in Brawl with "Immediate XFB". + // Super Mario Galaxy 1 + 2 still perform poorly here in SingleCore mode. + const auto adjustment_divisor = (arrival_offset < m_presentation_time_offset) ? 100 : 2; + + m_presentation_time_offset += (arrival_offset - m_presentation_time_offset) / adjustment_divisor; + + return intended_presentation_time + m_presentation_time_offset; +} + void Presenter::SetKeyMap(const DolphinKeyMap& key_map) { if (m_onscreen_ui) |
