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interpolate_next() makes the first frame's still history and quad motions visible to its compute reads; the quads' motions are cleared on a reset and a scene change; the refinement scores an off-screen sample as the candidates do; the GPU timer's optical flow sum is reset with the rest. Docs and the example: no frame limit counts as tight, the user's own second limit is taken in, the multiplier is a most (as many frames as the game's interval has refreshes, less one). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DaNprJCmpBhrkpzRHVPLXM
133 lines
5.2 KiB
C++
133 lines
5.2 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
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// but leaves the renderer's own parts, marked RENDERER, to you). docs/integration.md explains each step; RPCS3-PS5's own version is
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// in its rpcs3/Emu/RSX/VK/VKPresent.cpp.
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//
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// SPDX-License-Identifier: GPL-2.0-only
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#include "ps5_framegen.h"
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#include <algorithm>
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#include <chrono>
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#include <cstdint>
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#include <string>
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namespace example
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{
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// RENDERER: what the sketch needs from your renderer
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struct renderer
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{
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VkPhysicalDevice physical;
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VkDevice device;
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VkSwapchainKHR swapchain;
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std::uint32_t width, height; // the swapchain's size
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double display_hz; // the display's refresh rate (119.88, 59.94, ...)
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VkCommandBuffer begin_frame_commands(); // this frame's command buffer, recording
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void draw_game_frame_into(VkCommandBuffer cmd, VkImage target); // scaled and colour-processed exactly as it is shown
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void blit_to_swapchain(VkCommandBuffer cmd, VkImage source, std::uint32_t image_index);
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void draw_overlays(VkCommandBuffer cmd, std::uint32_t image_index);
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void submit_and_present(VkCommandBuffer cmd, VkSemaphore acquired, std::uint32_t image_index);
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void present_game_frame(VkCommandBuffer cmd); // the usual present of the game's frame
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void set_frame_limit(double fps); // 0: none
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VkSemaphore next_acquire_semaphore();
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};
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struct frame_generation
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{
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ps5::framegen::interpolator fg;
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bool reset_next = true;
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bool backlog = false;
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double interval_ms = 0.0;
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std::uint32_t repeats = 1;
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std::chrono::steady_clock::time_point last_flip{};
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double held_at = -1.0;
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bool start(renderer& r, std::uint32_t multiplier = 2) // 2: one generated frame between two of the game's, 3: two, 4: three
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{
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std::string error;
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reset_next = true;
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if (!fg.create(r.physical, r.device, r.width, r.height, error))
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return false;
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fg.set_generated(multiplier - 1);
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return true;
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}
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// Once per game frame, instead of presenting the game's frame directly. `frame_limit`: the game's frame limit (0: none).
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void flip(renderer& r, double frame_limit)
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{
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VkCommandBuffer cmd = r.begin_frame_commands();
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// 1. this frame, exactly as it will be shown
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fg.prepare(cmd);
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r.draw_game_frame_into(cmd, fg.frame_image());
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// 2. optical flow (always) and the frame in between (unless reset)
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const bool made = fg.record(cmd, reset_next);
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reset_next = false;
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// 3. pacing: the generated frame for about half of the game's frame interval, in refreshes
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const auto now = std::chrono::steady_clock::now();
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if (last_flip != std::chrono::steady_clock::time_point{})
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{
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const double dt = std::chrono::duration<double, std::milli>(now - last_flip).count();
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if (dt > 4.0 && dt < 250.0)
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interval_ms = interval_ms > 0.0 ? interval_ms * 0.85 + dt * 0.15 : dt;
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}
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last_flip = now;
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if (r.display_hz <= 90.0)
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repeats = 1;
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else if (interval_ms > 0.0)
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{
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const double half = interval_ms * r.display_hz / 1000.0 / 2.0;
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while (repeats < 3 && half >= repeats + 0.9) repeats++;
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while (repeats > 1 && half < repeats - 0.2) repeats--;
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}
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// 4. latency: where the presents fill every refresh, hold the game a hair under the display so the queue stays empty
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const std::uint32_t generated = fg.generated();
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const double presents = generated > 1 ? generated + 1.0 : repeats + 1.0;
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// (no limit at all counts as tight: V-Sync alone would hold the game at the display and keep the queue full)
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const bool tight = frame_limit <= 0.0 || r.display_hz / frame_limit - presents < 0.25;
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const double hold = tight ? (frame_limit > 0.0 ? std::min(r.display_hz / presents - 0.05, frame_limit) : r.display_hz / presents - 0.05) : frame_limit;
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if (hold != held_at)
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{
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held_at = hold;
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r.set_frame_limit(hold);
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}
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// 5. the generated frame, `repeats` times, or the generated frames one refresh each (left out once when the last frame's
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// first acquire found the queue full)
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if (made)
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{
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const std::uint32_t shown = backlog ? 0 : generated > 1 ? generated : repeats;
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backlog = false;
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for (std::uint32_t i = 0; i < shown; i++)
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{
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if (generated > 1 && i > 0)
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fg.interpolate_next(cmd, i); // the next moment, into output_image(), after the copy of the one before
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const VkSemaphore acquired = r.next_acquire_semaphore();
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std::uint32_t index = 0;
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const auto t0 = std::chrono::steady_clock::now();
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if (vkAcquireNextImageKHR(r.device, r.swapchain, 100000000ull, acquired, VK_NULL_HANDLE, &index) < 0)
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break;
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// the frame's first present found no image free before a refresh: every image was queued or on screen
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if (i == 0 && std::chrono::duration<double, std::milli>(std::chrono::steady_clock::now() - t0).count() > 2.0)
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backlog = true;
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r.blit_to_swapchain(cmd, fg.output_image(), index);
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r.draw_overlays(cmd, index); // or they blink
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r.submit_and_present(cmd, acquired, index); // the submit must have reached the queue before the present waits on it
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cmd = r.begin_frame_commands();
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}
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}
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// 6. the game's frame as usual, then this frame becomes the previous one
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r.present_game_frame(cmd);
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fg.advance();
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}
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};
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}
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