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:
Stenzek
2024-05-19 18:15:01 +10:00
parent 7b8f9506c9
commit 5b4f74122c
8 changed files with 97 additions and 51 deletions

View File

@ -3454,6 +3454,14 @@ void FullscreenUI::DrawEmulationSettingsPage()
bsi, FSUI_ICONSTR(ICON_FA_STOPWATCH_20, "Reduce Input Latency"),
FSUI_CSTR("Reduces input latency by delaying the start of frame until closer to the presentation time."), "Display",
"PreFrameSleep", false, optimal_frame_pacing_active);
DrawToggleSetting(
bsi, FSUI_ICONSTR(ICON_FA_CHARGING_STATION, "Skip Duplicate Frame Display"),
FSUI_CSTR("Skips the presentation/display of frames that are not unique. Can result in worse frame pacing."),
"Display", "SkipPresentingDuplicateFrames", false,
!(GetEffectiveBoolSetting(bsi, "Display", "VSync", false) &&
GetEffectiveBoolSetting(bsi, "Main", "SyncToHostRefreshRate", false)));
const bool pre_frame_sleep_active =
(optimal_frame_pacing_active && GetEffectiveBoolSetting(bsi, "Display", "PreFrameSleep", false));
DrawFloatRangeSetting(
@ -7652,6 +7660,8 @@ TRANSLATE_NOOP("FullscreenUI", "Shows the number of frames (or v-syncs) displaye
TRANSLATE_NOOP("FullscreenUI", "Simulates the CPU's instruction cache in the recompiler. Can help with games running too fast.");
TRANSLATE_NOOP("FullscreenUI", "Simulates the region check present in original, unmodified consoles.");
TRANSLATE_NOOP("FullscreenUI", "Simulates the system ahead of time and rolls back/replays to reduce input lag. Very high system requirements.");
TRANSLATE_NOOP("FullscreenUI", "Skip Duplicate Frame Display");
TRANSLATE_NOOP("FullscreenUI", "Skips the presentation/display of frames that are not unique. Can result in worse frame pacing.");
TRANSLATE_NOOP("FullscreenUI", "Slow Boot");
TRANSLATE_NOOP("FullscreenUI", "Smooths out blockyness between colour transitions in 24-bit content, usually FMVs. Only applies to the hardware renderers.");
TRANSLATE_NOOP("FullscreenUI", "Smooths out the blockiness of magnified textures on 3D objects.");

View File

@ -271,6 +271,7 @@ void Settings::Load(SettingsInterface& si)
display_pre_frame_sleep = si.GetBoolValue("Display", "PreFrameSleep", false);
display_pre_frame_sleep_buffer =
si.GetFloatValue("Display", "PreFrameSleepBuffer", DEFAULT_DISPLAY_PRE_FRAME_SLEEP_BUFFER);
display_skip_presenting_duplicate_frames = si.GetBoolValue("Display", "SkipPresentingDuplicateFrames", false);
display_vsync = si.GetBoolValue("Display", "VSync", false);
display_force_4_3_for_24bit = si.GetBoolValue("Display", "Force4_3For24Bit", false);
display_active_start_offset = static_cast<s16>(si.GetIntValue("Display", "ActiveStartOffset", 0));
@ -519,6 +520,7 @@ void Settings::Save(SettingsInterface& si, bool ignore_base) const
si.SetStringValue("Display", "Scaling", GetDisplayScalingName(display_scaling));
si.SetBoolValue("Display", "OptimalFramePacing", display_optimal_frame_pacing);
si.SetBoolValue("Display", "PreFrameSleep", display_pre_frame_sleep);
si.SetBoolValue("Display", "SkipPresentingDuplicateFrames", display_skip_presenting_duplicate_frames);
si.SetFloatValue("Display", "PreFrameSleepBuffer", display_pre_frame_sleep_buffer);
si.SetBoolValue("Display", "VSync", display_vsync);
si.SetStringValue("Display", "ExclusiveFullscreenControl",

View File

@ -148,6 +148,7 @@ struct Settings
s8 display_line_end_offset = 0;
bool display_optimal_frame_pacing : 1 = false;
bool display_pre_frame_sleep : 1 = false;
bool display_skip_presenting_duplicate_frames : 1 = false;
bool display_vsync : 1 = false;
bool display_force_4_3_for_24bit : 1 = false;
bool gpu_24bit_chroma_smoothing : 1 = false;

View File

@ -150,6 +150,7 @@ static void PollDiscordPresence();
static constexpr const float PERFORMANCE_COUNTER_UPDATE_INTERVAL = 1.0f;
static constexpr const char FALLBACK_EXE_NAME[] = "PSX.EXE";
static constexpr u32 MAX_SKIPPED_FRAME_COUNT = 2; // 20fps minimum
static std::unique_ptr<INISettingsInterface> s_game_settings_interface;
static std::unique_ptr<INISettingsInterface> s_input_settings_interface;
@ -183,7 +184,10 @@ static bool s_throttler_enabled = false;
static bool s_optimal_frame_pacing = false;
static bool s_pre_frame_sleep = false;
static bool s_syncing_to_host = false;
static bool s_last_frame_skipped = false;
static bool s_syncing_to_host_with_vsync = false;
static bool s_skip_presenting_duplicate_frames = false;
static u32 s_skipped_frame_count = 0;
static u32 s_last_presented_internal_frame_number = 0;
static float s_throttle_frequency = 0.0f;
static float s_target_speed = 0.0f;
@ -1963,32 +1967,43 @@ void System::FrameDone()
AccumulatePreFrameSleepTime();
// explicit present (frame pacing)
if (current_time < s_next_frame_time || s_syncing_to_host || s_optimal_frame_pacing || s_last_frame_skipped)
const bool is_unique_frame = (s_last_presented_internal_frame_number != s_internal_frame_number);
s_last_presented_internal_frame_number = s_internal_frame_number;
const bool skip_this_frame =
(((s_skip_presenting_duplicate_frames && !is_unique_frame) ||
(!s_optimal_frame_pacing && (current_time > s_next_frame_time || g_gpu_device->ShouldSkipDisplayingFrame()))) &&
!s_syncing_to_host_with_vsync && (s_skipped_frame_count < MAX_SKIPPED_FRAME_COUNT) && !IsExecutionInterrupted());
if (!skip_this_frame)
{
s_skipped_frame_count = 0;
const bool throttle_before_present = (s_optimal_frame_pacing && s_throttler_enabled && !IsExecutionInterrupted());
const bool explicit_present = (throttle_before_present && g_gpu_device->GetFeatures().explicit_present);
if (explicit_present)
{
s_last_frame_skipped = !PresentDisplay(!throttle_before_present, true);
const bool do_present = PresentDisplay(false, true);
Throttle(current_time);
g_gpu_device->SubmitPresent();
if (do_present)
g_gpu_device->SubmitPresent();
}
else
{
if (throttle_before_present)
Throttle(current_time);
s_last_frame_skipped = !PresentDisplay(!throttle_before_present, false);
PresentDisplay(false, false);
if (!throttle_before_present && s_throttler_enabled && !IsExecutionInterrupted())
Throttle(current_time);
}
}
else if (current_time >= s_next_frame_time)
else
{
Log_DebugPrintf("Skipping displaying frame");
s_last_frame_skipped = true;
Throttle(current_time);
Log_DebugPrint("Skipping displaying frame");
s_skipped_frame_count++;
if (s_throttler_enabled)
Throttle(current_time);
}
// pre-frame sleep (input lag reduction)
@ -2810,15 +2825,20 @@ void System::FormatLatencyStats(SmallStringBase& str)
void System::UpdateSpeedLimiterState()
{
DebugAssert(IsValid());
const float old_target_speed = s_target_speed;
s_target_speed = s_turbo_enabled ?
g_settings.turbo_speed :
(s_fast_forward_enabled ? g_settings.fast_forward_speed : g_settings.emulation_speed);
s_throttler_enabled = (s_target_speed != 0.0f);
s_optimal_frame_pacing = s_throttler_enabled && g_settings.display_optimal_frame_pacing;
s_pre_frame_sleep = s_throttler_enabled && g_settings.display_pre_frame_sleep;
s_optimal_frame_pacing = (s_throttler_enabled && g_settings.display_optimal_frame_pacing) ||
g_gpu_device->GetWindowInfo().IsSurfaceless(); // surfaceless check for regtest
s_skip_presenting_duplicate_frames = s_throttler_enabled && g_settings.display_skip_presenting_duplicate_frames;
s_pre_frame_sleep = s_optimal_frame_pacing && g_settings.display_pre_frame_sleep;
s_syncing_to_host = false;
s_syncing_to_host_with_vsync = false;
if (g_settings.sync_to_host_refresh_rate &&
(g_settings.audio_stream_parameters.stretch_mode != AudioStretchMode::Off) && s_target_speed == 1.0f && IsValid())
{
@ -2835,7 +2855,8 @@ void System::UpdateSpeedLimiterState()
}
// When syncing to host and using vsync, we don't need to sleep.
if (s_syncing_to_host && IsVSyncEffectivelyEnabled())
s_syncing_to_host_with_vsync = (s_syncing_to_host && IsVSyncEffectivelyEnabled());
if (s_syncing_to_host_with_vsync)
{
Log_InfoPrintf("Using host vsync for throttling.");
s_throttler_enabled = false;
@ -2843,25 +2864,21 @@ void System::UpdateSpeedLimiterState()
Log_VerbosePrintf("Target speed: %f%%", s_target_speed * 100.0f);
if (IsValid())
{
// Update audio output.
AudioStream* stream = SPU::GetOutputStream();
stream->SetOutputVolume(GetAudioOutputVolume());
// Update audio output.
AudioStream* stream = SPU::GetOutputStream();
stream->SetOutputVolume(GetAudioOutputVolume());
// Adjust nominal rate when resampling, or syncing to host.
const bool rate_adjust =
(s_syncing_to_host || g_settings.audio_stream_parameters.stretch_mode == AudioStretchMode::Resample) &&
s_target_speed > 0.0f;
stream->SetNominalRate(rate_adjust ? s_target_speed : 1.0f);
// Adjust nominal rate when resampling, or syncing to host.
const bool rate_adjust =
(s_syncing_to_host || g_settings.audio_stream_parameters.stretch_mode == AudioStretchMode::Resample) &&
s_target_speed > 0.0f;
stream->SetNominalRate(rate_adjust ? s_target_speed : 1.0f);
if (old_target_speed < s_target_speed)
stream->UpdateTargetTempo(s_target_speed);
UpdateThrottlePeriod();
ResetThrottler();
}
if (old_target_speed < s_target_speed)
stream->UpdateTargetTempo(s_target_speed);
UpdateThrottlePeriod();
ResetThrottler();
UpdateDisplaySync();
if (g_settings.increase_timer_resolution)
@ -3959,6 +3976,7 @@ void System::CheckForSettingsChanges(const Settings& old_settings)
g_settings.fast_forward_speed != old_settings.fast_forward_speed ||
g_settings.display_max_fps != old_settings.display_max_fps ||
g_settings.display_optimal_frame_pacing != old_settings.display_optimal_frame_pacing ||
g_settings.display_skip_presenting_duplicate_frames != old_settings.display_skip_presenting_duplicate_frames ||
g_settings.display_pre_frame_sleep != old_settings.display_pre_frame_sleep ||
g_settings.display_pre_frame_sleep_buffer != old_settings.display_pre_frame_sleep_buffer ||
g_settings.display_vsync != old_settings.display_vsync ||
@ -5082,10 +5100,8 @@ void System::HostDisplayResized()
g_gpu->UpdateResolutionScale();
}
bool System::PresentDisplay(bool allow_skip_present, bool explicit_present)
bool System::PresentDisplay(bool skip_present, bool explicit_present)
{
const bool skip_present = allow_skip_present && g_gpu_device->ShouldSkipDisplayingFrame();
Host::BeginPresentFrame();
// acquire for IO.MousePos.

View File

@ -478,7 +478,7 @@ void RequestDisplaySize(float scale = 0.0f);
void HostDisplayResized();
/// Renders the display.
bool PresentDisplay(bool allow_skip_present, bool explicit_present);
bool PresentDisplay(bool skip_present, bool explicit_present);
void InvalidateDisplay();
//////////////////////////////////////////////////////////////////////////