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dxvk/src/util/util_fps_limiter.cpp

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#include <thread>
#include "thread.h"
#include "util_env.h"
#include "util_fps_limiter.h"
#include "util_string.h"
#include "./log/log.h"
namespace dxvk {
FpsLimiter::FpsLimiter() {
std::string env = env::getEnvVar("DXVK_FRAME_RATE");
if (!env.empty()) {
try {
setTargetFrameRate(std::stod(env));
m_envOverride = true;
} catch (const std::invalid_argument&) {
// no-op
}
}
}
FpsLimiter::~FpsLimiter() {
}
void FpsLimiter::setTargetFrameRate(double frameRate) {
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std::lock_guard<dxvk::mutex> lock(m_mutex);
if (!m_envOverride) {
m_targetInterval = frameRate > 0.0
? TimerDuration(int64_t(double(TimerDuration::period::den) / frameRate))
: TimerDuration::zero();
if (isEnabled() && !m_initialized)
initialize();
}
}
void FpsLimiter::setDisplayRefreshRate(double refreshRate) {
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std::lock_guard<dxvk::mutex> lock(m_mutex);
m_refreshInterval = refreshRate > 0.0
? TimerDuration(int64_t(double(TimerDuration::period::den) / refreshRate))
: TimerDuration::zero();
}
void FpsLimiter::delay(bool vsyncEnabled) {
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std::lock_guard<dxvk::mutex> lock(m_mutex);
if (!isEnabled())
return;
// If the swap chain is known to have vsync enabled and the
// refresh rate is similar to the target frame rate, disable
// the limiter so it does not screw up frame times
if (vsyncEnabled && !m_envOverride
&& m_refreshInterval * 100 > m_targetInterval * 97)
return;
auto t0 = m_lastFrame;
auto t1 = dxvk::high_resolution_clock::now();
auto frameTime = std::chrono::duration_cast<TimerDuration>(t1 - t0);
if (frameTime * 100 > m_targetInterval * 103 - m_deviation * 100) {
// If we have a slow frame, reset the deviation since we
// do not want to compensate for low performance later on
m_deviation = TimerDuration::zero();
} else {
// Don't call sleep if the amount of time to sleep is shorter
// than the time the function calls are likely going to take
TimerDuration sleepDuration = m_targetInterval - m_deviation - frameTime;
t1 = sleep(t1, sleepDuration);
// Compensate for any sleep inaccuracies in the next frame, and
// limit cumulative deviation in order to avoid stutter in case we
// have a number of slow frames immediately followed by a fast one.
frameTime = std::chrono::duration_cast<TimerDuration>(t1 - t0);
m_deviation += frameTime - m_targetInterval;
m_deviation = std::min(m_deviation, m_targetInterval / 16);
}
m_lastFrame = t1;
}
FpsLimiter::TimePoint FpsLimiter::sleep(TimePoint t0, TimerDuration duration) {
if (duration <= TimerDuration::zero())
return t0;
// On wine, we can rely on NtDelayExecution waiting for more or
// less exactly the desired amount of time, and we want to avoid
// spamming QueryPerformanceCounter for performance reasons.
// On Windows, we busy-wait for the last couple of milliseconds
// since sleeping is highly inaccurate and inconsistent.
TimerDuration sleepThreshold = m_sleepThreshold;
if (m_sleepGranularity != TimerDuration::zero())
sleepThreshold += duration / 6;
TimerDuration remaining = duration;
TimePoint t1 = t0;
while (remaining > sleepThreshold) {
TimerDuration sleepDuration = remaining - sleepThreshold;
performSleep(sleepDuration);
t1 = dxvk::high_resolution_clock::now();
remaining -= std::chrono::duration_cast<TimerDuration>(t1 - t0);
t0 = t1;
}
// Busy-wait until we have slept long enough
while (remaining > TimerDuration::zero()) {
t1 = dxvk::high_resolution_clock::now();
remaining -= std::chrono::duration_cast<TimerDuration>(t1 - t0);
t0 = t1;
}
return t1;
}
void FpsLimiter::initialize() {
updateSleepGranularity();
m_sleepThreshold = 4 * m_sleepGranularity;
m_lastFrame = dxvk::high_resolution_clock::now();
m_initialized = true;
}
void FpsLimiter::updateSleepGranularity() {
HMODULE ntdll = ::GetModuleHandleW(L"ntdll.dll");
if (ntdll) {
NtDelayExecution = reinterpret_cast<NtDelayExecutionProc>(
::GetProcAddress(ntdll, "NtDelayExecution"));
auto NtQueryTimerResolution = reinterpret_cast<NtQueryTimerResolutionProc>(
::GetProcAddress(ntdll, "NtQueryTimerResolution"));
auto NtSetTimerResolution = reinterpret_cast<NtSetTimerResolutionProc>(
::GetProcAddress(ntdll, "NtSetTimerResolution"));
ULONG min, max, cur;
// Wine's implementation of these functions is a stub as of 6.10, which is fine
// since it uses select() in NtDelayExecution. This is only relevant for Windows.
if (NtQueryTimerResolution && !NtQueryTimerResolution(&min, &max, &cur)) {
m_sleepGranularity = TimerDuration(cur);
if (NtSetTimerResolution && !NtSetTimerResolution(max, TRUE, &cur)) {
Logger::info(str::format("Setting timer interval to ", (double(max) / 10.0), " us"));
m_sleepGranularity = TimerDuration(max);
}
}
} else {
// Assume 1ms sleep granularity by default
m_sleepGranularity = TimerDuration(10000);
}
}
void FpsLimiter::performSleep(TimerDuration sleepDuration) {
if (NtDelayExecution) {
LARGE_INTEGER ticks;
ticks.QuadPart = -sleepDuration.count();
NtDelayExecution(FALSE, &ticks);
} else {
std::this_thread::sleep_for(sleepDuration);
}
}
}