mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-22 13:55:38 +00:00
System: Add "Skip Duplicate Frame Display" option
Skips the presentation/display of frames that are not unique. Can be combined with driver-level frame generation to increase perceptible frame rate. Can result in worse frame pacing, and is not compatible with syncing to host refresh.
This commit is contained in:
parent
7b8f9506c9
commit
5b4f74122c
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@ -3454,6 +3454,14 @@ void FullscreenUI::DrawEmulationSettingsPage()
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bsi, FSUI_ICONSTR(ICON_FA_STOPWATCH_20, "Reduce Input Latency"),
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FSUI_CSTR("Reduces input latency by delaying the start of frame until closer to the presentation time."), "Display",
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"PreFrameSleep", false, optimal_frame_pacing_active);
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DrawToggleSetting(
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bsi, FSUI_ICONSTR(ICON_FA_CHARGING_STATION, "Skip Duplicate Frame Display"),
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FSUI_CSTR("Skips the presentation/display of frames that are not unique. Can result in worse frame pacing."),
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"Display", "SkipPresentingDuplicateFrames", false,
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!(GetEffectiveBoolSetting(bsi, "Display", "VSync", false) &&
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GetEffectiveBoolSetting(bsi, "Main", "SyncToHostRefreshRate", false)));
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const bool pre_frame_sleep_active =
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(optimal_frame_pacing_active && GetEffectiveBoolSetting(bsi, "Display", "PreFrameSleep", false));
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DrawFloatRangeSetting(
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@ -7652,6 +7660,8 @@ TRANSLATE_NOOP("FullscreenUI", "Shows the number of frames (or v-syncs) displaye
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TRANSLATE_NOOP("FullscreenUI", "Simulates the CPU's instruction cache in the recompiler. Can help with games running too fast.");
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TRANSLATE_NOOP("FullscreenUI", "Simulates the region check present in original, unmodified consoles.");
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TRANSLATE_NOOP("FullscreenUI", "Simulates the system ahead of time and rolls back/replays to reduce input lag. Very high system requirements.");
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TRANSLATE_NOOP("FullscreenUI", "Skip Duplicate Frame Display");
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TRANSLATE_NOOP("FullscreenUI", "Skips the presentation/display of frames that are not unique. Can result in worse frame pacing.");
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TRANSLATE_NOOP("FullscreenUI", "Slow Boot");
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TRANSLATE_NOOP("FullscreenUI", "Smooths out blockyness between colour transitions in 24-bit content, usually FMVs. Only applies to the hardware renderers.");
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TRANSLATE_NOOP("FullscreenUI", "Smooths out the blockiness of magnified textures on 3D objects.");
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@ -271,6 +271,7 @@ void Settings::Load(SettingsInterface& si)
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display_pre_frame_sleep = si.GetBoolValue("Display", "PreFrameSleep", false);
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display_pre_frame_sleep_buffer =
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si.GetFloatValue("Display", "PreFrameSleepBuffer", DEFAULT_DISPLAY_PRE_FRAME_SLEEP_BUFFER);
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display_skip_presenting_duplicate_frames = si.GetBoolValue("Display", "SkipPresentingDuplicateFrames", false);
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display_vsync = si.GetBoolValue("Display", "VSync", false);
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display_force_4_3_for_24bit = si.GetBoolValue("Display", "Force4_3For24Bit", false);
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display_active_start_offset = static_cast<s16>(si.GetIntValue("Display", "ActiveStartOffset", 0));
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@ -519,6 +520,7 @@ void Settings::Save(SettingsInterface& si, bool ignore_base) const
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si.SetStringValue("Display", "Scaling", GetDisplayScalingName(display_scaling));
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si.SetBoolValue("Display", "OptimalFramePacing", display_optimal_frame_pacing);
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si.SetBoolValue("Display", "PreFrameSleep", display_pre_frame_sleep);
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si.SetBoolValue("Display", "SkipPresentingDuplicateFrames", display_skip_presenting_duplicate_frames);
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si.SetFloatValue("Display", "PreFrameSleepBuffer", display_pre_frame_sleep_buffer);
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si.SetBoolValue("Display", "VSync", display_vsync);
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si.SetStringValue("Display", "ExclusiveFullscreenControl",
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@ -148,6 +148,7 @@ struct Settings
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s8 display_line_end_offset = 0;
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bool display_optimal_frame_pacing : 1 = false;
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bool display_pre_frame_sleep : 1 = false;
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bool display_skip_presenting_duplicate_frames : 1 = false;
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bool display_vsync : 1 = false;
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bool display_force_4_3_for_24bit : 1 = false;
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bool gpu_24bit_chroma_smoothing : 1 = false;
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@ -150,6 +150,7 @@ static void PollDiscordPresence();
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static constexpr const float PERFORMANCE_COUNTER_UPDATE_INTERVAL = 1.0f;
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static constexpr const char FALLBACK_EXE_NAME[] = "PSX.EXE";
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static constexpr u32 MAX_SKIPPED_FRAME_COUNT = 2; // 20fps minimum
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static std::unique_ptr<INISettingsInterface> s_game_settings_interface;
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static std::unique_ptr<INISettingsInterface> s_input_settings_interface;
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@ -183,7 +184,10 @@ static bool s_throttler_enabled = false;
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static bool s_optimal_frame_pacing = false;
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static bool s_pre_frame_sleep = false;
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static bool s_syncing_to_host = false;
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static bool s_last_frame_skipped = false;
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static bool s_syncing_to_host_with_vsync = false;
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static bool s_skip_presenting_duplicate_frames = false;
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static u32 s_skipped_frame_count = 0;
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static u32 s_last_presented_internal_frame_number = 0;
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static float s_throttle_frequency = 0.0f;
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static float s_target_speed = 0.0f;
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@ -1963,32 +1967,43 @@ void System::FrameDone()
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AccumulatePreFrameSleepTime();
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// explicit present (frame pacing)
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if (current_time < s_next_frame_time || s_syncing_to_host || s_optimal_frame_pacing || s_last_frame_skipped)
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const bool is_unique_frame = (s_last_presented_internal_frame_number != s_internal_frame_number);
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s_last_presented_internal_frame_number = s_internal_frame_number;
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const bool skip_this_frame =
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(((s_skip_presenting_duplicate_frames && !is_unique_frame) ||
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(!s_optimal_frame_pacing && (current_time > s_next_frame_time || g_gpu_device->ShouldSkipDisplayingFrame()))) &&
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!s_syncing_to_host_with_vsync && (s_skipped_frame_count < MAX_SKIPPED_FRAME_COUNT) && !IsExecutionInterrupted());
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if (!skip_this_frame)
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{
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s_skipped_frame_count = 0;
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const bool throttle_before_present = (s_optimal_frame_pacing && s_throttler_enabled && !IsExecutionInterrupted());
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const bool explicit_present = (throttle_before_present && g_gpu_device->GetFeatures().explicit_present);
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if (explicit_present)
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{
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s_last_frame_skipped = !PresentDisplay(!throttle_before_present, true);
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const bool do_present = PresentDisplay(false, true);
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Throttle(current_time);
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g_gpu_device->SubmitPresent();
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if (do_present)
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g_gpu_device->SubmitPresent();
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}
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else
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{
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if (throttle_before_present)
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Throttle(current_time);
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s_last_frame_skipped = !PresentDisplay(!throttle_before_present, false);
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PresentDisplay(false, false);
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if (!throttle_before_present && s_throttler_enabled && !IsExecutionInterrupted())
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Throttle(current_time);
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}
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}
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else if (current_time >= s_next_frame_time)
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else
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{
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Log_DebugPrintf("Skipping displaying frame");
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s_last_frame_skipped = true;
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Throttle(current_time);
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Log_DebugPrint("Skipping displaying frame");
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s_skipped_frame_count++;
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if (s_throttler_enabled)
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Throttle(current_time);
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}
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// pre-frame sleep (input lag reduction)
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@ -2810,15 +2825,20 @@ void System::FormatLatencyStats(SmallStringBase& str)
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void System::UpdateSpeedLimiterState()
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{
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DebugAssert(IsValid());
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const float old_target_speed = s_target_speed;
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s_target_speed = s_turbo_enabled ?
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g_settings.turbo_speed :
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(s_fast_forward_enabled ? g_settings.fast_forward_speed : g_settings.emulation_speed);
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s_throttler_enabled = (s_target_speed != 0.0f);
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s_optimal_frame_pacing = s_throttler_enabled && g_settings.display_optimal_frame_pacing;
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s_pre_frame_sleep = s_throttler_enabled && g_settings.display_pre_frame_sleep;
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s_optimal_frame_pacing = (s_throttler_enabled && g_settings.display_optimal_frame_pacing) ||
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g_gpu_device->GetWindowInfo().IsSurfaceless(); // surfaceless check for regtest
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s_skip_presenting_duplicate_frames = s_throttler_enabled && g_settings.display_skip_presenting_duplicate_frames;
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s_pre_frame_sleep = s_optimal_frame_pacing && g_settings.display_pre_frame_sleep;
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s_syncing_to_host = false;
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s_syncing_to_host_with_vsync = false;
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if (g_settings.sync_to_host_refresh_rate &&
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(g_settings.audio_stream_parameters.stretch_mode != AudioStretchMode::Off) && s_target_speed == 1.0f && IsValid())
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{
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@ -2835,7 +2855,8 @@ void System::UpdateSpeedLimiterState()
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}
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// When syncing to host and using vsync, we don't need to sleep.
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if (s_syncing_to_host && IsVSyncEffectivelyEnabled())
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s_syncing_to_host_with_vsync = (s_syncing_to_host && IsVSyncEffectivelyEnabled());
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if (s_syncing_to_host_with_vsync)
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{
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Log_InfoPrintf("Using host vsync for throttling.");
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s_throttler_enabled = false;
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@ -2843,25 +2864,21 @@ void System::UpdateSpeedLimiterState()
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Log_VerbosePrintf("Target speed: %f%%", s_target_speed * 100.0f);
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if (IsValid())
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{
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// Update audio output.
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AudioStream* stream = SPU::GetOutputStream();
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stream->SetOutputVolume(GetAudioOutputVolume());
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// Update audio output.
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AudioStream* stream = SPU::GetOutputStream();
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stream->SetOutputVolume(GetAudioOutputVolume());
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// Adjust nominal rate when resampling, or syncing to host.
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const bool rate_adjust =
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(s_syncing_to_host || g_settings.audio_stream_parameters.stretch_mode == AudioStretchMode::Resample) &&
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s_target_speed > 0.0f;
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stream->SetNominalRate(rate_adjust ? s_target_speed : 1.0f);
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// Adjust nominal rate when resampling, or syncing to host.
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const bool rate_adjust =
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(s_syncing_to_host || g_settings.audio_stream_parameters.stretch_mode == AudioStretchMode::Resample) &&
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s_target_speed > 0.0f;
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stream->SetNominalRate(rate_adjust ? s_target_speed : 1.0f);
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if (old_target_speed < s_target_speed)
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stream->UpdateTargetTempo(s_target_speed);
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UpdateThrottlePeriod();
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ResetThrottler();
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}
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if (old_target_speed < s_target_speed)
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stream->UpdateTargetTempo(s_target_speed);
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UpdateThrottlePeriod();
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ResetThrottler();
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UpdateDisplaySync();
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if (g_settings.increase_timer_resolution)
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@ -3959,6 +3976,7 @@ void System::CheckForSettingsChanges(const Settings& old_settings)
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g_settings.fast_forward_speed != old_settings.fast_forward_speed ||
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g_settings.display_max_fps != old_settings.display_max_fps ||
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g_settings.display_optimal_frame_pacing != old_settings.display_optimal_frame_pacing ||
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g_settings.display_skip_presenting_duplicate_frames != old_settings.display_skip_presenting_duplicate_frames ||
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g_settings.display_pre_frame_sleep != old_settings.display_pre_frame_sleep ||
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g_settings.display_pre_frame_sleep_buffer != old_settings.display_pre_frame_sleep_buffer ||
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g_settings.display_vsync != old_settings.display_vsync ||
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@ -5082,10 +5100,8 @@ void System::HostDisplayResized()
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g_gpu->UpdateResolutionScale();
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}
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bool System::PresentDisplay(bool allow_skip_present, bool explicit_present)
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bool System::PresentDisplay(bool skip_present, bool explicit_present)
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{
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const bool skip_present = allow_skip_present && g_gpu_device->ShouldSkipDisplayingFrame();
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Host::BeginPresentFrame();
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// acquire for IO.MousePos.
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@ -478,7 +478,7 @@ void RequestDisplaySize(float scale = 0.0f);
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void HostDisplayResized();
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/// Renders the display.
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bool PresentDisplay(bool allow_skip_present, bool explicit_present);
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bool PresentDisplay(bool skip_present, bool explicit_present);
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void InvalidateDisplay();
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//////////////////////////////////////////////////////////////////////////
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@ -20,6 +20,8 @@ EmulationSettingsWidget::EmulationSettingsWidget(SettingsWindow* dialog, QWidget
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.syncToHostRefreshRate, "Main", "SyncToHostRefreshRate", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.optimalFramePacing, "Display", "OptimalFramePacing", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.preFrameSleep, "Display", "PreFrameSleep", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.skipPresentingDuplicateFrames, "Display",
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"SkipPresentingDuplicateFrames", false);
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SettingWidgetBinder::BindWidgetToFloatSetting(sif, m_ui.preFrameSleepBuffer, "Display", "PreFrameSleepBuffer",
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Settings::DEFAULT_DISPLAY_PRE_FRAME_SLEEP_BUFFER);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.rewindEnable, "Main", "RewindEnable", false);
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@ -71,7 +73,9 @@ EmulationSettingsWidget::EmulationSettingsWidget(SettingsWindow* dialog, QWidget
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}
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connect(m_ui.turboSpeed, QOverload<int>::of(&QComboBox::currentIndexChanged), this,
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&EmulationSettingsWidget::onTurboSpeedIndexChanged);
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connect(m_ui.vsync, &QCheckBox::checkStateChanged, this, &EmulationSettingsWidget::onVSyncChanged);
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connect(m_ui.vsync, &QCheckBox::checkStateChanged, this, &EmulationSettingsWidget::updateSkipDuplicateFramesEnabled);
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connect(m_ui.syncToHostRefreshRate, &QCheckBox::checkStateChanged, this,
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&EmulationSettingsWidget::updateSkipDuplicateFramesEnabled);
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connect(m_ui.optimalFramePacing, &QCheckBox::checkStateChanged, this,
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&EmulationSettingsWidget::onOptimalFramePacingChanged);
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connect(m_ui.preFrameSleep, &QCheckBox::checkStateChanged, this, &EmulationSettingsWidget::onPreFrameSleepChanged);
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@ -121,6 +125,11 @@ EmulationSettingsWidget::EmulationSettingsWidget(SettingsWindow* dialog, QWidget
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tr("Specifies the amount of buffer time added, which reduces the additional sleep time "
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"introduced. Higher values increase input latency, but decrease the risk of overrun, "
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"or missed frames. Lower values require faster hardware."));
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dialog->registerWidgetHelp(
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m_ui.skipPresentingDuplicateFrames, tr("Skip Duplicate Frame Display"), tr("Unchecked"),
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tr("Skips the presentation/display of frames that are not unique. Can be combined with driver-level frame "
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"generation to increase perceptible frame rate. Can result in worse frame pacing, and is not compatible with "
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"syncing to host refresh."));
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dialog->registerWidgetHelp(
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m_ui.rewindEnable, tr("Rewinding"), tr("Unchecked"),
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tr("<b>Enable Rewinding:</b> Saves state periodically so you can rewind any mistakes while playing.<br> "
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@ -133,8 +142,8 @@ EmulationSettingsWidget::EmulationSettingsWidget(SettingsWindow* dialog, QWidget
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tr(
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"Simulates the system ahead of time and rolls back/replays to reduce input lag. Very high system requirements."));
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onVSyncChanged();
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onOptimalFramePacingChanged();
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updateSkipDuplicateFramesEnabled();
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updateRewind();
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}
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@ -200,12 +209,6 @@ void EmulationSettingsWidget::onTurboSpeedIndexChanged(int index)
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m_dialog->setFloatSettingValue("Main", "TurboSpeed", okay ? value : 0.0f);
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}
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void EmulationSettingsWidget::onVSyncChanged()
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{
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const bool vsync = m_dialog->getEffectiveBoolValue("Display", "VSync", false);
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m_ui.syncToHostRefreshRate->setEnabled(vsync);
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}
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void EmulationSettingsWidget::onOptimalFramePacingChanged()
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{
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const bool optimal_frame_pacing_enabled = m_dialog->getEffectiveBoolValue("Display", "OptimalFramePacing", false);
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@ -221,6 +224,13 @@ void EmulationSettingsWidget::onPreFrameSleepChanged()
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m_ui.preFrameSleepBufferLabel->setVisible(show_buffer_size);
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}
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void EmulationSettingsWidget::updateSkipDuplicateFramesEnabled()
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{
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const bool vsync = m_dialog->getEffectiveBoolValue("Display", "VSync", false);
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const bool sync_to_host = m_dialog->getEffectiveBoolValue("Main", "SyncToHostRefreshRate", false) && vsync;
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m_ui.skipPresentingDuplicateFrames->setEnabled(!sync_to_host);
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}
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void EmulationSettingsWidget::updateRewind()
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{
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const bool rewind_enabled = m_dialog->getEffectiveBoolValue("Main", "RewindEnable", false);
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@ -21,9 +21,9 @@ private Q_SLOTS:
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void onEmulationSpeedIndexChanged(int index);
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void onFastForwardSpeedIndexChanged(int index);
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void onTurboSpeedIndexChanged(int index);
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void onVSyncChanged();
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void onOptimalFramePacingChanged();
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void onPreFrameSleepChanged();
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void updateSkipDuplicateFramesEnabled();
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void updateRewind();
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private:
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@ -68,10 +68,10 @@
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<string>Latency Control</string>
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</property>
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<layout class="QGridLayout" name="gridLayout">
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<item row="0" column="0">
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<widget class="QCheckBox" name="vsync">
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<item row="1" column="1">
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<widget class="QCheckBox" name="preFrameSleep">
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<property name="text">
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<string>Vertical Sync (VSync)</string>
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<string>Reduce Input Latency</string>
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</property>
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</widget>
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</item>
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@ -82,6 +82,13 @@
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</property>
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</widget>
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</item>
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<item row="0" column="0">
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<widget class="QCheckBox" name="vsync">
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<property name="text">
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<string>Vertical Sync (VSync)</string>
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</property>
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</widget>
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</item>
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<item row="1" column="0">
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<widget class="QCheckBox" name="optimalFramePacing">
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<property name="text">
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@ -89,23 +96,23 @@
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</property>
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</widget>
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</item>
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<item row="1" column="1">
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<widget class="QCheckBox" name="preFrameSleep">
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<item row="2" column="0">
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<widget class="QCheckBox" name="skipPresentingDuplicateFrames">
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<property name="text">
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<string>Reduce Input Latency</string>
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<string>Skip Duplicate Frame Display</string>
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</property>
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</widget>
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</item>
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<item row="2" column="0" colspan="2">
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<layout class="QHBoxLayout" name="preFrameSleepBufferLayout" stretch="0,1">
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<item>
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<item row="2" column="1">
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<layout class="QFormLayout" name="formLayout_3">
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<item row="0" column="0">
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<widget class="QLabel" name="preFrameSleepBufferLabel">
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<property name="text">
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<string>Frame Time Buffer:</string>
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</property>
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</widget>
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</item>
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<item>
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<item row="0" column="1">
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<widget class="QDoubleSpinBox" name="preFrameSleepBuffer">
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||||
<property name="suffix">
|
||||
<string> Milliseconds</string>
|
||||
|
|
Loading…
Reference in a new issue