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Frame graph + Precise 60 fps timing (#998)
* video info: add frame graph Toggle advanced info with CTRL+F10. Also fixed imgui using gamepad for nav in wrong situations * 60fps! Implemented a timer that accumulates the time spent sleeping and sleeps for the remaining time. Also measure entire PresentThread time instead of just the time spent in Flip. * sceKernelGettimeofday: replace chrono by win32 api. Better performance bb uses this function too much. Consuming almost 30% of cpu time
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a016792371
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8 changed files with 183 additions and 26 deletions
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@ -2,16 +2,121 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <imgui.h>
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#include "common/config.h"
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#include "common/types.h"
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#include "imgui_internal.h"
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#include "video_info.h"
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void ImGui::Layers::VideoInfo::Draw() {
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const ImGuiIO& io = GetIO();
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using namespace ImGui;
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m_show = IsKeyPressed(ImGuiKey_F10, false) ^ m_show;
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struct FrameInfo {
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u32 num;
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float delta;
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};
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if (m_show) {
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if (Begin("Video Info", 0, ImGuiWindowFlags_NoNav)) {
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Text("Frame time: %.3f ms (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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static bool show = false;
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static bool show_advanced = false;
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static u32 current_frame = 0;
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constexpr float TARGET_FPS = 60.0f;
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constexpr u32 FRAME_BUFFER_SIZE = 1024;
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constexpr float BAR_WIDTH_MULT = 1.4f;
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constexpr float BAR_HEIGHT_MULT = 1.25f;
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constexpr float FRAME_GRAPH_PADDING_Y = 3.0f;
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static std::array<FrameInfo, FRAME_BUFFER_SIZE> frame_list;
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static float frame_graph_height = 50.0f;
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static void DrawSimple() {
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const auto io = GetIO();
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Text("Frame time: %.3f ms (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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}
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static void DrawAdvanced() {
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const auto& ctx = *GetCurrentContext();
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const auto& io = ctx.IO;
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const auto& window = *ctx.CurrentWindow;
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auto& draw_list = *window.DrawList;
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Text("Frame time: %.3f ms (%.1f FPS)", io.DeltaTime * 1000.0f, io.Framerate);
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SeparatorText("Frame graph");
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const float full_width = GetContentRegionAvail().x;
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{ // Frame graph - inspired by
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// https://asawicki.info/news_1758_an_idea_for_visualization_of_frame_times
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auto pos = GetCursorScreenPos();
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const ImVec2 size{full_width, frame_graph_height + FRAME_GRAPH_PADDING_Y * 2.0f};
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ItemSize(size);
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if (!ItemAdd({pos, pos + size}, GetID("FrameGraph"))) {
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return;
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}
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float target_dt = 1.0f / (TARGET_FPS * (float)Config::vblankDiv());
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float cur_pos_x = pos.x + full_width;
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pos.y += FRAME_GRAPH_PADDING_Y;
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const float final_pos_y = pos.y + frame_graph_height;
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draw_list.AddRectFilled({pos.x, pos.y - FRAME_GRAPH_PADDING_Y},
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{pos.x + full_width, final_pos_y + FRAME_GRAPH_PADDING_Y},
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IM_COL32(0x33, 0x33, 0x33, 0xFF));
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draw_list.PushClipRect({pos.x, pos.y}, {pos.x + full_width, final_pos_y}, true);
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for (u32 i = 0; i < FRAME_BUFFER_SIZE; ++i) {
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const auto& frame_info = frame_list[(current_frame - i) % FRAME_BUFFER_SIZE];
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const float dt_factor = target_dt / frame_info.delta;
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const float width = std::ceil(BAR_WIDTH_MULT / dt_factor);
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const float height =
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std::min(std::log2(BAR_HEIGHT_MULT / dt_factor) / 3.0f, 1.0f) * frame_graph_height;
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ImU32 color;
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if (dt_factor >= 0.95f) { // BLUE
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color = IM_COL32(0x33, 0x33, 0xFF, 0xFF);
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} else if (dt_factor >= 0.5f) { // GREEN <> YELLOW
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float t = 1.0f - (dt_factor - 0.5f) * 2.0f;
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int r = (int)(0xFF * t);
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color = IM_COL32(r, 0xFF, 0, 0xFF);
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} else { // YELLOW <> RED
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float t = dt_factor * 2.0f;
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int g = (int)(0xFF * t);
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color = IM_COL32(0xFF, g, 0, 0xFF);
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}
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draw_list.AddRectFilled({cur_pos_x - width, final_pos_y - height},
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{cur_pos_x, final_pos_y}, color);
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cur_pos_x -= width;
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if (cur_pos_x < width) {
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break;
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}
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}
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draw_list.PopClipRect();
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}
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}
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void Layers::VideoInfo::Draw() {
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const auto io = GetIO();
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const FrameInfo frame_info{
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.num = ++current_frame,
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.delta = io.DeltaTime,
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};
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frame_list[current_frame % FRAME_BUFFER_SIZE] = frame_info;
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if (IsKeyPressed(ImGuiKey_F10, false)) {
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const bool changed_ctrl = io.KeyCtrl != show_advanced;
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show_advanced = io.KeyCtrl;
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show = changed_ctrl || !show;
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}
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if (show) {
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if (show_advanced) {
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if (Begin("Video debug info", &show, 0)) {
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DrawAdvanced();
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}
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} else {
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if (Begin("Video Info", nullptr,
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ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoDecoration |
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ImGuiWindowFlags_AlwaysAutoResize)) {
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DrawSimple();
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}
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}
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End();
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}
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@ -11,7 +11,6 @@ class RendererVulkan;
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namespace ImGui::Layers {
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class VideoInfo : public Layer {
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bool m_show = false;
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::Vulkan::RendererVulkan* renderer{};
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public:
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@ -703,8 +703,8 @@ static void UpdateGamepads() {
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const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value.
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UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
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UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
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UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft,
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SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
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/*UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft,
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SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square*/ // Disable to avoid menu toggle
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UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight,
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SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
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UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp,
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