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System: Further improve frame timing consistency
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559f14d27d
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@ -9,6 +9,7 @@
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#ifdef _WIN32
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#include "windows_headers.h"
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#else
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#include <errno.h>
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#include <sys/time.h>
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#include <time.h>
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#include <unistd.h>
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@ -97,19 +98,18 @@ void Timer::SleepUntil(Value value, bool exact)
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{
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if (exact)
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{
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for (;;)
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{
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Value current = GetCurrentValue();
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if (current >= value)
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break;
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// Even with the high-precision timer, it's not precise enough to wake us up *exactly* when we want
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// to. Dropping off the last 0.5ms and spinning for it seems enough on my system (Win11 22H2).
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const Value wake_at = value - ConvertMillisecondsToValue(0.5);
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Value current = GetCurrentValue();
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if (wake_at > current)
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SleepUntil(wake_at, false);
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// spin for the last 1ms
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if ((value - current) > ConvertMillisecondsToValue(1))
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{
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SleepUntil(value, false);
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continue;
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}
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}
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// And spin off whatever time is left.
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do
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{
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current = GetCurrentValue();
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} while (current < value);
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}
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else
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{
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@ -187,40 +187,52 @@ void Timer::SleepUntil(Value value, bool exact)
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{
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if (exact)
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{
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for (;;)
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static constexpr Value min_sleep_time = static_cast<Value>(0.5 * 1000000);
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const Value wake_at = value - min_sleep_time;
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Value current = GetCurrentValue();
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if (wake_at > current)
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SleepUntil(wake_at, false);
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// And spin off whatever time is left.
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do
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{
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Value current = GetCurrentValue();
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if (current >= value)
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break;
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static constexpr Value min_sleep_time = 1 * 1000000;
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// spin for the last 1ms
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if ((value - current) > min_sleep_time)
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{
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SleepUntil(value, false);
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continue;
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}
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}
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current = GetCurrentValue();
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} while (current < value);
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}
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else
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{
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// Apple doesn't have TIMER_ABSTIME, so fall back to nanosleep in such a case.
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#ifdef __APPLE__
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const Value current_time = GetCurrentValue();
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if (value <= current_time)
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return;
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for (;;)
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{
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const Value current_time = GetCurrentValue();
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if (value <= current_time)
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return;
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const Value diff = value - current_time;
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struct timespec ts;
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ts.tv_sec = diff / UINT64_C(1000000000);
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ts.tv_nsec = diff % UINT64_C(1000000000);
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nanosleep(&ts, nullptr);
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const Value diff = value - current_time;
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struct timespec ts;
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ts.tv_sec = diff / UINT64_C(1000000000);
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ts.tv_nsec = diff % UINT64_C(1000000000);
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// nanosleep() can return EINTR if interrupted by a signal.
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if (nanosleep(&ts, nullptr) == EINTR)
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continue;
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else
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break;
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}
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#else
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struct timespec ts;
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ts.tv_sec = value / UINT64_C(1000000000);
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ts.tv_nsec = value % UINT64_C(1000000000);
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clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &ts, nullptr);
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for (;;)
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{
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// clock_nanosleep() can return EINTR if interrupted by a signal.
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if (clock_nanosleep(CLOCK_MONOTONIC, TIMER_ABSTIME, &ts, nullptr) == EINTR)
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continue;
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else
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break;
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}
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#endif
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}
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}
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@ -1542,10 +1542,13 @@ void System::Execute()
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s_presents_since_last_update++;
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}
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System::UpdatePerformanceCounters();
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if (s_throttler_enabled)
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System::Throttle();
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// Update perf counters *after* throttling, we want to measure from start-of-frame
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// to start-of-frame, not end-of-frame to end-of-frame (will be noisy due to different
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// amounts of computation happening in each frame).
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System::UpdatePerformanceCounters();
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}
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}
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@ -2189,7 +2192,7 @@ void System::Throttle()
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// If we're running too slow, advance the next frame time based on the time we lost. Effectively skips
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// running those frames at the intended time, because otherwise if we pause in the debugger, we'll run
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// hundreds of frames when we resume.
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const Common::Timer::Value current_time = Common::Timer::GetCurrentValue();
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Common::Timer::Value current_time = Common::Timer::GetCurrentValue();
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if (current_time > s_next_frame_time)
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{
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const Common::Timer::Value diff = static_cast<s64>(current_time) - static_cast<s64>(s_next_frame_time);
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@ -2197,7 +2200,13 @@ void System::Throttle()
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return;
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}
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Common::Timer::SleepUntil(s_next_frame_time, true);
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// Use a spinwait if we undersleep for all platforms except android.. don't want to burn battery.
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// Linux also seems to do a much better job of waking up at the requested time.
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#if defined(__linux__) || defined(__ANDROID__)
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Common::Timer::SleepUntil(s_next_frame_time, g_settings.display_all_frames);
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#else
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Common::Timer::SleepUntil(s_next_frame_time, false);
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#endif
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}
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void System::RunFrames()
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