controllers/npad: Add heuristics to reduce rumble state changes
Sending too many state changes in a short period of time can cause massive performance issues. As a result, we have to use several heuristics to reduce the number of state changes to minimize/eliminate this performance impact while maintaining the quality of these vibrations as much as possible.
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3 changed files with 71 additions and 34 deletions
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@ -33,7 +33,7 @@ public:
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virtual bool GetAnalogDirectionStatus(AnalogDirection direction) const {
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return {};
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}
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virtual bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const {
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virtual bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const {
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return {};
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}
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};
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@ -698,16 +698,57 @@ void Controller_NPad::VibrateController(const std::vector<DeviceHandle>& vibrati
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continue;
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}
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// Filter out vibrations with equivalent values to reduce unnecessary state changes.
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if (vibration_values[i].amp_low ==
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latest_vibration_values[npad_index][device_index].amp_low &&
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vibration_values[i].amp_high ==
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latest_vibration_values[npad_index][device_index].amp_high) {
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continue;
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}
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// Filter out non-zero vibrations that are within 0.015625 absolute amplitude of each other.
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if ((vibration_values[i].amp_low != 0.0f || vibration_values[i].amp_high != 0.0f) &&
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(latest_vibration_values[npad_index][device_index].amp_low != 0.0f ||
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latest_vibration_values[npad_index][device_index].amp_high != 0.0f) &&
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(abs(vibration_values[i].amp_low -
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latest_vibration_values[npad_index][device_index].amp_low) < 0.015625f &&
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abs(vibration_values[i].amp_high -
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latest_vibration_values[npad_index][device_index].amp_high) < 0.015625f)) {
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continue;
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}
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using namespace Settings::NativeButton;
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const auto& button_state = buttons[npad_index];
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// TODO: Vibrate left/right vibration motors independently if possible.
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button_state[A - BUTTON_HID_BEGIN]->SetRumblePlay(
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vibration_values[i].amp_high * Settings::values.vibration_strength.GetValue() / 100,
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const bool success = button_state[A - BUTTON_HID_BEGIN]->SetRumblePlay(
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vibration_values[i].amp_low * Settings::values.vibration_strength.GetValue() / 100,
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vibration_values[i].freq_high, vibration_values[i].freq_low);
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vibration_values[i].freq_low,
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vibration_values[i].amp_high * Settings::values.vibration_strength.GetValue() / 100,
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vibration_values[i].freq_high);
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latest_vibration_values[npad_index][device_index] = vibration_values[i];
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if (success) {
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switch (connected_controllers[npad_index].type) {
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case NPadControllerType::None:
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UNREACHABLE();
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break;
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case NPadControllerType::ProController:
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case NPadControllerType::Handheld:
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case NPadControllerType::JoyDual:
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// Since we can't vibrate motors independently yet, we can reduce state changes by
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// assigning all 3 device indices the current vibration value.
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latest_vibration_values[npad_index][0] = vibration_values[i];
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latest_vibration_values[npad_index][1] = vibration_values[i];
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latest_vibration_values[npad_index][2] = vibration_values[i];
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break;
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case NPadControllerType::JoyLeft:
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case NPadControllerType::JoyRight:
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case NPadControllerType::Pokeball:
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default:
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latest_vibration_values[npad_index][device_index] = vibration_values[i];
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break;
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}
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}
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}
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}
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