Improve frame pacing precision and stability
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119d3b24f4
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348484861d
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@ -535,12 +535,14 @@
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<item>@string/frame_pacing_mode_target_30</item>
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<item>@string/frame_pacing_mode_target_60</item>
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<item>@string/frame_pacing_mode_target_120</item>
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<item>@string/frame_pacing_mode_target_240</item>
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</string-array>
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<integer-array name="framePacingModeValues">
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<item>0</item>
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<item>1</item>
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<item>2</item>
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<item>3</item>
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<item>4</item>
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</integer-array>
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<string-array name="appletEntries">
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@ -1033,6 +1033,7 @@
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<string name="frame_pacing_mode_target_30">30 FPS</string>
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<string name="frame_pacing_mode_target_60">60 FPS</string>
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<string name="frame_pacing_mode_target_120">120 FPS</string>
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<string name="frame_pacing_mode_target_240">240 FPS</string>
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<!-- ASTC Decoding Method Choices -->
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<string name="accelerate_astc_cpu" translatable="false">CPU</string>
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@ -442,7 +442,7 @@ struct Values {
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SwitchableSetting<FramePacingMode, true> frame_pacing_mode{linkage,
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FramePacingMode::Target_Auto,
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FramePacingMode::Target_Auto,
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FramePacingMode::Target_120,
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FramePacingMode::Target_240,
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"frame_pacing_mode",
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Category::RendererAdvanced};
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@ -129,7 +129,7 @@ ENUM(TimeZone, Auto, Default, Cet, Cst6Cdt, Cuba, Eet, Egypt, Eire, Est, Est5Edt
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ENUM(AnisotropyMode, Automatic, Default, X2, X4, X8, X16, X32, X64, None);
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ENUM(AstcDecodeMode, Cpu, Gpu, CpuAsynchronous);
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ENUM(AstcRecompression, Uncompressed, Bc1, Bc3);
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ENUM(FramePacingMode, Target_Auto, Target_30, Target_60, Target_120);
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ENUM(FramePacingMode, Target_Auto, Target_30, Target_60, Target_120, Target_240);
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ENUM(VSyncMode, Immediate, Mailbox, Fifo, FifoRelaxed);
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ENUM(VramUsageMode, Conservative, Aggressive);
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ENUM(RendererBackend, OpenGL_GLSL, Vulkan, Null, OpenGL_GLASM, OpenGL_SPIRV);
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@ -505,6 +505,7 @@ std::unique_ptr<ComboboxTranslationMap> ComboboxEnumeration(QObject* parent)
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PAIR(FramePacingMode, Target_30, tr("30 FPS")),
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PAIR(FramePacingMode, Target_60, tr("60 FPS")),
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PAIR(FramePacingMode, Target_120, tr("120 FPS")),
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PAIR(FramePacingMode, Target_240, tr("240 FPS")),
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}});
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translations->insert({Settings::EnumMetadata<Settings::VramUsageMode>::Index(),
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{
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@ -48,14 +48,9 @@ Scheduler::Scheduler(const Device& device_, StateTracker& state_tracker_)
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master_semaphore{std::make_unique<MasterSemaphore>(device)},
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command_pool{std::make_unique<CommandPool>(*master_semaphore, device)} {
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/*// PRE-OPTIMIZATION: Warm up the pool to prevent mid-frame spikes
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{
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std::scoped_lock rl{reserve_mutex};
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chunk_reserve.reserve(2048); // Prevent vector resizing
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for (int i = 0; i < 1024; ++i) {
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chunk_reserve.push_back(std::make_unique<CommandChunk>());
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}
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}*/
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#ifdef _WIN32
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high_res_timer = std::make_unique<HighResolutionTimer>();
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#endif
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AcquireNewChunk();
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AllocateWorkerCommandBuffer();
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@ -6,6 +6,11 @@
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#pragma once
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#ifdef _WIN32
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#include <windows.h>
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#include <mmsystem.h>
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#endif
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#include <condition_variable>
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#include <cstddef>
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#include <functional>
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@ -16,6 +21,7 @@
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#include "common/alignment.h"
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#include "common/common_types.h"
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#include "common/settings.h"
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#include "common/polyfill_thread.h"
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#include "video_core/renderer_vulkan/vk_master_semaphore.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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@ -111,33 +117,30 @@ public:
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return master_semaphore->IsFree(tick);
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}
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/// Waits for the given tick to trigger on the GPU.
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void Wait(u64 tick) {
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/// Waits for the given GPU tick, optionally pacing frames.
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void Wait(u64 tick, double target_fps = 0.0) {
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if (Settings::values.use_speed_limit.GetValue() && target_fps > 0.0) {
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const auto frame_duration = std::chrono::duration<double>(1.0 / target_fps);
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auto now = std::chrono::steady_clock::now();
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if (next_frame_time == std::chrono::steady_clock::time_point{} || now > next_frame_time + frame_duration) {
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next_frame_time = now + std::chrono::duration_cast<std::chrono::nanoseconds>(frame_duration);
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}
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if (now < next_frame_time) {
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std::this_thread::sleep_until(next_frame_time);
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now = std::chrono::steady_clock::now();
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}
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next_frame_time += std::chrono::duration_cast<std::chrono::nanoseconds>(frame_duration);
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if (now > next_frame_time) {
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next_frame_time = now + std::chrono::duration_cast<std::chrono::nanoseconds>(frame_duration);
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}
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}
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if (tick >= master_semaphore->CurrentTick()) {
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// Make sure we are not waiting for the current tick without signalling
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Flush();
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}
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master_semaphore->Wait(tick);
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}
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/// Waits until the next game frame based on the current game FPS.
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void WaitFPS(u64 tick, double target_fps) {
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if (master_semaphore->CurrentTick() >= tick) {
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return;
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}
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const auto frame_duration = std::chrono::duration_cast<std::chrono::steady_clock::duration>(std::chrono::duration<double>(1.0 / target_fps));
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const auto now = std::chrono::steady_clock::now();
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if (next_frame_time == std::chrono::steady_clock::time_point{}) {
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next_frame_time = now;
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}
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next_frame_time += frame_duration;
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if (next_frame_time > now) {
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std::this_thread::sleep_until(next_frame_time);
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} else {
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next_frame_time = now;
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}
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}
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/// Resets the frame pacing state by updating the next frame time to now.
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void ResetFramePacing() {
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next_frame_time = std::chrono::steady_clock::now();
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}
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@ -150,6 +153,18 @@ public:
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std::mutex submit_mutex;
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private:
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#ifdef _WIN32
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class HighResolutionTimer {
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public:
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HighResolutionTimer() {
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timeBeginPeriod(1);
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}
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~HighResolutionTimer() {
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timeEndPeriod(1);
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}
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};
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#endif
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class Command {
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public:
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virtual ~Command() = default;
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@ -285,6 +300,10 @@ private:
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std::jthread worker_thread;
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std::chrono::steady_clock::time_point next_frame_time{};
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#ifdef _WIN32
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std::unique_ptr<HighResolutionTimer> high_res_timer;
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#endif
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};
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} // namespace Vulkan
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@ -197,23 +197,22 @@ bool Swapchain::AcquireNextImage() {
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break;
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}
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if (!Settings::values.use_speed_limit.GetValue()) {
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switch (Settings::values.frame_pacing_mode.GetValue()) {
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case Settings::FramePacingMode::Target_Auto:
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scheduler.Wait(resource_ticks[image_index]);
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} else {
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switch (Settings::values.frame_pacing_mode.GetValue()) {
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case Settings::FramePacingMode::Target_Auto:
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scheduler.Wait(resource_ticks[image_index]);
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break;
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case Settings::FramePacingMode::Target_30:
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scheduler.WaitFPS(resource_ticks[image_index], 30.0);
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break;
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case Settings::FramePacingMode::Target_60:
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scheduler.WaitFPS(resource_ticks[image_index], 60.0);
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break;
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case Settings::FramePacingMode::Target_120:
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scheduler.WaitFPS(resource_ticks[image_index], 120.0);
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break;
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}
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break;
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case Settings::FramePacingMode::Target_30:
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scheduler.Wait(resource_ticks[image_index], 30.0);
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break;
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case Settings::FramePacingMode::Target_60:
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scheduler.Wait(resource_ticks[image_index], 60.0);
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break;
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case Settings::FramePacingMode::Target_120:
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scheduler.Wait(resource_ticks[image_index], 120.0);
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break;
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case Settings::FramePacingMode::Target_240:
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scheduler.Wait(resource_ticks[image_index], 240.0);
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break;
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}
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resource_ticks[image_index] = scheduler.CurrentTick();
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