Fix framelimiter's accuracy, thanks to sskkiipp !(issue 1237)

Also added an "auto" mode which automatically limits the framerate to fullspeed and move it from Interface settings to Basic setttings

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3934 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
sl1nk3.s 2009-08-03 18:35:25 +00:00
parent 8c36e85b34
commit 8b0bc273c5
3 changed files with 31 additions and 33 deletions

View File

@ -602,38 +602,33 @@ void Callback_VideoCopiedToXFB(bool video_update)
static Common::Timer Timer;
static u32 frames = 0;
static u32 videoupd = 0;
static u64 old_frametime=0;
if (video_update)
videoupd++;
else
{
frames++;
// Custom frame limiter
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// Custom frame limiter
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
u32 targetfps = SConfig::GetInstance().m_Framelimit * 5;
u32 targetfps = (SConfig::GetInstance().m_Framelimit)*5;
u64 new_frametime;
s16 wait_frametime;
if (targetfps > 5)
{
double wait_frametime = (1000.0 / targetfps);
if (targetfps > 0)
{
new_frametime = Timer.GetTimeDifference() - old_frametime;
old_frametime = Timer.GetTimeDifference();
wait_frametime = (1000/targetfps) - (u16)new_frametime;
if (targetfps < 35)
wait_frametime--;
if (wait_frametime > 0)
Common::SleepCurrentThread(wait_frametime*2);
}
while (Timer.GetTimeDifference() < wait_frametime * frames)
Common::SleepCurrentThread(1);
}
else if (targetfps < 5)
{
double wait_frametime = (1000.0 / VideoInterface::TargetRefreshRate);
while (Timer.GetTimeDifference() < wait_frametime * videoupd)
Common::SleepCurrentThread(1);
}
if (Timer.GetTimeDifference() >= 1000)
{
// reset timer for framelimiter, placed here so no additional check for 1000ms is required -> don't delete please :)
old_frametime = 0;
// Time passed
float t = (float)(Timer.GetTimeDifference()) / 1000.f;
@ -656,7 +651,8 @@ void Callback_VideoCopiedToXFB(bool video_update)
float FPS = (float)frames / t;
// for some reasons "VideoInterface::ActualRefreshRate" gives some odd results :(
float VPS = (float)videoupd / t;
int TargetVPS = (int)VideoInterface::TargetRefreshRate;
int TargetVPS = (int)(VideoInterface::TargetRefreshRate + 0.5);
float Speed = (VPS / TargetVPS) * 100.0f;

View File

@ -174,8 +174,8 @@ void CConfigMain::CreateGUIControls()
// GUI
arrayStringFor_InterfaceLang = arrayStringFor_GCSystemLang;
// Framelimit
arrayStringFor_Framelimit.Add(wxT("auto"));
arrayStringFor_Framelimit.Add(wxT("off"));
arrayStringFor_Framelimit.Add(wxT("5"));
arrayStringFor_Framelimit.Add(wxT("10"));
arrayStringFor_Framelimit.Add(wxT("15"));
arrayStringFor_Framelimit.Add(wxT("20"));
@ -213,6 +213,12 @@ void CConfigMain::CreateGUIControls()
SkipIdle->SetValue(SConfig::GetInstance().m_LocalCoreStartupParameter.bSkipIdle);
EnableCheats = new wxCheckBox(GeneralPage, ID_ENABLECHEATS, wxT("Enable Cheats"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
EnableCheats->SetValue(SConfig::GetInstance().m_LocalCoreStartupParameter.bEnableCheats);
// Framelimit
wxStaticText *FramelimitText = new wxStaticText(GeneralPage, ID_FRAMELIMIT_TEXT, wxT("Framelimit :"), wxDefaultPosition, wxDefaultSize);
Framelimit = new wxChoice(GeneralPage, ID_FRAMELIMIT, wxDefaultPosition, wxDefaultSize, arrayStringFor_Framelimit, 0, wxDefaultValidator);
Framelimit->SetSelection(SConfig::GetInstance().m_Framelimit);
// Core Settings - Advanced
AlwaysUseHLEBIOS = new wxCheckBox(GeneralPage, ID_ALLWAYS_HLEBIOS, wxT("HLE the BIOS all the time"), wxDefaultPosition, wxDefaultSize, 0, wxDefaultValidator);
AlwaysUseHLEBIOS->SetValue(SConfig::GetInstance().m_LocalCoreStartupParameter.bHLEBios);
@ -256,12 +262,7 @@ void CConfigMain::CreateGUIControls()
// need redesign
InterfaceLang->SetSelection(SConfig::GetInstance().m_InterfaceLanguage);
// Choose Framelimit
wxStaticText *FramelimitText = new wxStaticText(GeneralPage, ID_FRAMELIMIT_TEXT, wxT("Framelimit (experimental):"), wxDefaultPosition, wxDefaultSize);
Framelimit = new wxChoice(GeneralPage, ID_FRAMELIMIT, wxDefaultPosition, wxDefaultSize, arrayStringFor_Framelimit, 0, wxDefaultValidator);
Framelimit->SetSelection(SConfig::GetInstance().m_Framelimit);
// Themes
// Themes - this should really be a wxChoice...
wxArrayString ThemeChoices;
ThemeChoices.Add(wxT("Boomy"));
ThemeChoices.Add(wxT("Vista"));
@ -290,6 +291,7 @@ void CConfigMain::CreateGUIControls()
InterfaceLang->SetToolTip(wxT("For the time being this will only change the text shown in")
wxT("\nthe game list of PAL GC games."));
// Copyright notice
Theme->SetItemToolTip(0, wxT("Created by Milosz Wlazlo [miloszwl@miloszwl.com, miloszwl.deviantart.com]"));
Theme->SetItemToolTip(1, wxT("Created by VistaIcons.com"));
@ -302,6 +304,11 @@ void CConfigMain::CreateGUIControls()
sbBasic->Add(UseDualCore, 0, wxALL, 5);
sbBasic->Add(SkipIdle, 0, wxALL, 5);
sbBasic->Add(EnableCheats, 0, wxALL, 5);
wxBoxSizer *sFramelimit = new wxBoxSizer(wxHORIZONTAL);
sFramelimit->Add(FramelimitText, 0, wxALL | wxALIGN_CENTER, 1);
sFramelimit->Add(Framelimit, 0, wxALL | wxEXPAND, 5);
sbBasic->Add(sFramelimit, 0, wxALL | wxEXPAND, 5);
sbAdvanced = new wxStaticBoxSizer(wxVERTICAL, GeneralPage, wxT("Advanced Settings"));
sbAdvanced->Add(AlwaysUseHLEBIOS, 0, wxALL, 5);
sbAdvanced->Add(UseDynaRec, 0, wxALL, 5);
@ -330,10 +337,6 @@ void CConfigMain::CreateGUIControls()
sInterfaceLanguage->Add(InterfaceLangText, 0, wxALIGN_CENTER_VERTICAL | wxALL, 5);
sInterfaceLanguage->Add(InterfaceLang, 0, wxEXPAND | wxALL, 5);
sbInterface->Add(sInterfaceLanguage, 0, wxEXPAND | wxALL, 5);
wxBoxSizer *sFramelimit = new wxBoxSizer(wxHORIZONTAL);
sFramelimit->Add(FramelimitText, 0, wxALIGN_CENTER_VERTICAL | wxALL, 5);
sFramelimit->Add(Framelimit, 0, wxEXPAND | wxALL, 5);
sbInterface->Add(sFramelimit, 0, wxEXPAND | wxALL, 5);
// Populate the entire page
sGeneralPage = new wxBoxSizer(wxVERTICAL);

View File

@ -681,7 +681,6 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
}
// Make sure to resolve anything we need to read from.
// TODO - it seems that it sometimes doesn't resolve the entire area we are interested in. See shadows in Burnout 2.
GLuint read_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(source_rect) : Renderer::ResolveAndGetRenderTarget(source_rect);
GL_REPORT_ERRORD();