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Swordpdf--ps5-framegen/examples/present_loop.cpp
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swordpdfandClaude Opus 5.5 44fc6bf9e1 ps5-framegen: frame generation for PS5 homebrew on Vulkan (AI-assisted)
RPCS3-PS5's frame generation (m74) on its own, as a template: FSR3's optical
flow (FidelityFX SDK 2.3.0, MIT, compiled with glslang) and a candidate-based
interpolation that needs no motion vectors or depth; the Vulkan host class,
the SwiftShader test harness with synthetic and real-frame tests, a present
loop example, and the docs (algorithm, integration with pacing and latency,
testing and results).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DaNprJCmpBhrkpzRHVPLXM
2026-10-07 07:44:49 +03:00

123 lines
4.4 KiB
C++

// present_loop.cpp: how a Vulkan renderer drives the frame generation, as a sketch to adapt (it compiles against src/ps5_framegen.h
// but leaves the renderer's own parts, marked RENDERER, to you). docs/integration.md explains each step; RPCS3-PS5's own version is
// in its rpcs3/Emu/RSX/VK/VKPresent.cpp.
//
// SPDX-License-Identifier: GPL-2.0-only
#include "ps5_framegen.h"
#include <algorithm>
#include <chrono>
#include <cstdint>
#include <string>
namespace example
{
// RENDERER: what the sketch needs from your renderer
struct renderer
{
VkPhysicalDevice physical;
VkDevice device;
VkSwapchainKHR swapchain;
std::uint32_t width, height; // the swapchain's size
double display_hz; // the display's refresh rate (119.88, 59.94, ...)
VkCommandBuffer begin_frame_commands(); // this frame's command buffer, recording
void draw_game_frame_into(VkCommandBuffer cmd, VkImage target); // scaled and colour-processed exactly as it is shown
void blit_to_swapchain(VkCommandBuffer cmd, VkImage source, std::uint32_t image_index);
void draw_overlays(VkCommandBuffer cmd, std::uint32_t image_index);
void submit_and_present(VkCommandBuffer cmd, VkSemaphore acquired, std::uint32_t image_index);
void present_game_frame(VkCommandBuffer cmd); // the usual present of the game's frame
void set_frame_limit(double fps); // 0: none
VkSemaphore next_acquire_semaphore();
};
struct frame_generation
{
ps5::framegen::interpolator fg;
bool reset_next = true;
bool backlog = false;
double interval_ms = 0.0;
std::uint32_t repeats = 1;
std::chrono::steady_clock::time_point last_flip{};
double held_at = -1.0;
bool start(renderer& r)
{
std::string error;
reset_next = true;
return fg.create(r.physical, r.device, r.width, r.height, error);
}
// Once per game frame, instead of presenting the game's frame directly. `frame_limit`: the game's frame limit (0: none).
void flip(renderer& r, double frame_limit)
{
VkCommandBuffer cmd = r.begin_frame_commands();
// 1. this frame, exactly as it will be shown
fg.prepare(cmd);
r.draw_game_frame_into(cmd, fg.frame_image());
// 2. optical flow (always) and the frame in between (unless reset)
const bool made = fg.record(cmd, reset_next);
reset_next = false;
// 3. pacing: the generated frame for about half of the game's frame interval, in refreshes
const auto now = std::chrono::steady_clock::now();
if (last_flip != std::chrono::steady_clock::time_point{})
{
const double dt = std::chrono::duration<double, std::milli>(now - last_flip).count();
if (dt > 4.0 && dt < 250.0)
interval_ms = interval_ms > 0.0 ? interval_ms * 0.85 + dt * 0.15 : dt;
}
last_flip = now;
if (r.display_hz <= 90.0)
repeats = 1;
else if (interval_ms > 0.0)
{
const double half = interval_ms * r.display_hz / 1000.0 / 2.0;
while (repeats < 3 && half >= repeats + 0.9) repeats++;
while (repeats > 1 && half < repeats - 0.2) repeats--;
}
// 4. latency: where the presents fill every refresh, hold the game a hair under the display so the queue stays empty
const double presents = repeats + 1.0;
const bool tight = frame_limit > 0.0 && r.display_hz / frame_limit - presents < 0.25;
const double hold = tight ? r.display_hz / presents - 0.05 : frame_limit;
if (hold != held_at)
{
held_at = hold;
r.set_frame_limit(hold);
}
// 5. the generated frame, `repeats` times (left out once when the last acquire found the queue full)
if (made)
{
const std::uint32_t shown = backlog ? 0 : repeats;
backlog = false;
for (std::uint32_t i = 0; i < shown; i++)
{
const VkSemaphore acquired = r.next_acquire_semaphore();
std::uint32_t index = 0;
const auto t0 = std::chrono::steady_clock::now();
if (vkAcquireNextImageKHR(r.device, r.swapchain, 100000000ull, acquired, VK_NULL_HANDLE, &index) < 0)
break;
if (std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - t0).count() > 2.0)
backlog = true; // an image came free only at a refresh: every image was queued or on screen
r.blit_to_swapchain(cmd, fg.output_image(), index);
r.draw_overlays(cmd, index); // or they blink
r.submit_and_present(cmd, acquired, index);
cmd = r.begin_frame_commands();
}
}
// 6. the game's frame as usual, then this frame becomes the previous one
r.present_game_frame(cmd);
fg.advance();
}
};
}