yuzu/src/yuzu_cmd/emu_window/emu_window_sdl2.cpp
ameerj 5bef54618a perf_stats: Rework FPS counter to be more accurate
The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case.

This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics.
The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values.

The status bar update frequency was also changed from 2 seconds to 500ms.
2021-05-15 20:34:20 -04:00

244 lines
7.6 KiB
C++

// Copyright 2016 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
// Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#endif
#include <SDL.h>
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#include "common/logging/log.h"
#include "common/scm_rev.h"
#include "core/core.h"
#include "core/perf_stats.h"
#include "input_common/keyboard.h"
#include "input_common/main.h"
#include "input_common/mouse/mouse_input.h"
#include "input_common/sdl/sdl.h"
#include "yuzu_cmd/emu_window/emu_window_sdl2.h"
#include "yuzu_cmd/yuzu_icon.h"
EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_)
: input_subsystem{input_subsystem_} {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
exit(1);
}
input_subsystem->Initialize();
SDL_SetMainReady();
}
EmuWindow_SDL2::~EmuWindow_SDL2() {
input_subsystem->Shutdown();
SDL_Quit();
}
void EmuWindow_SDL2::OnMouseMotion(s32 x, s32 y) {
TouchMoved((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
input_subsystem->GetMouse()->MouseMove(x, y, 0, 0);
}
MouseInput::MouseButton EmuWindow_SDL2::SDLButtonToMouseButton(u32 button) const {
switch (button) {
case SDL_BUTTON_LEFT:
return MouseInput::MouseButton::Left;
case SDL_BUTTON_RIGHT:
return MouseInput::MouseButton::Right;
case SDL_BUTTON_MIDDLE:
return MouseInput::MouseButton::Wheel;
case SDL_BUTTON_X1:
return MouseInput::MouseButton::Backward;
case SDL_BUTTON_X2:
return MouseInput::MouseButton::Forward;
default:
return MouseInput::MouseButton::Undefined;
}
}
void EmuWindow_SDL2::OnMouseButton(u32 button, u8 state, s32 x, s32 y) {
const auto mouse_button = SDLButtonToMouseButton(button);
if (button == SDL_BUTTON_LEFT) {
if (state == SDL_PRESSED) {
TouchPressed((unsigned)std::max(x, 0), (unsigned)std::max(y, 0), 0);
} else {
TouchReleased(0);
}
} else {
if (state == SDL_PRESSED) {
input_subsystem->GetMouse()->PressButton(x, y, mouse_button);
} else {
input_subsystem->GetMouse()->ReleaseButton(mouse_button);
}
}
}
std::pair<unsigned, unsigned> EmuWindow_SDL2::TouchToPixelPos(float touch_x, float touch_y) const {
int w, h;
SDL_GetWindowSize(render_window, &w, &h);
touch_x *= w;
touch_y *= h;
return {static_cast<unsigned>(std::max(std::round(touch_x), 0.0f)),
static_cast<unsigned>(std::max(std::round(touch_y), 0.0f))};
}
void EmuWindow_SDL2::OnFingerDown(float x, float y) {
// TODO(NeatNit): keep track of multitouch using the fingerID and a dictionary of some kind
// This isn't critical because the best we can do when we have that is to average them, like the
// 3DS does
const auto [px, py] = TouchToPixelPos(x, y);
TouchPressed(px, py, 0);
}
void EmuWindow_SDL2::OnFingerMotion(float x, float y) {
const auto [px, py] = TouchToPixelPos(x, y);
TouchMoved(px, py, 0);
}
void EmuWindow_SDL2::OnFingerUp() {
TouchReleased(0);
}
void EmuWindow_SDL2::OnKeyEvent(int key, u8 state) {
if (state == SDL_PRESSED) {
input_subsystem->GetKeyboard()->PressKey(key);
} else if (state == SDL_RELEASED) {
input_subsystem->GetKeyboard()->ReleaseKey(key);
}
}
bool EmuWindow_SDL2::IsOpen() const {
return is_open;
}
bool EmuWindow_SDL2::IsShown() const {
return is_shown;
}
void EmuWindow_SDL2::OnResize() {
int width, height;
SDL_GetWindowSize(render_window, &width, &height);
UpdateCurrentFramebufferLayout(width, height);
}
void EmuWindow_SDL2::Fullscreen() {
if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN) == 0) {
return;
}
LOG_ERROR(Frontend, "Fullscreening failed: {}", SDL_GetError());
// Try a different fullscreening method
LOG_INFO(Frontend, "Attempting to use borderless fullscreen...");
if (SDL_SetWindowFullscreen(render_window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
return;
}
LOG_ERROR(Frontend, "Borderless fullscreening failed: {}", SDL_GetError());
// Fallback algorithm: Maximise window.
// Works on all systems (unless something is seriously wrong), so no fallback for this one.
LOG_INFO(Frontend, "Falling back on a maximised window...");
SDL_MaximizeWindow(render_window);
}
void EmuWindow_SDL2::WaitEvent() {
// Called on main thread
SDL_Event event;
if (!SDL_WaitEvent(&event)) {
LOG_CRITICAL(Frontend, "SDL_WaitEvent failed: {}", SDL_GetError());
exit(1);
}
switch (event.type) {
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_SIZE_CHANGED:
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_MAXIMIZED:
case SDL_WINDOWEVENT_RESTORED:
OnResize();
break;
case SDL_WINDOWEVENT_MINIMIZED:
case SDL_WINDOWEVENT_EXPOSED:
is_shown = event.window.event == SDL_WINDOWEVENT_EXPOSED;
OnResize();
break;
case SDL_WINDOWEVENT_CLOSE:
is_open = false;
break;
}
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
OnKeyEvent(static_cast<int>(event.key.keysym.scancode), event.key.state);
break;
case SDL_MOUSEMOTION:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID)
OnMouseMotion(event.motion.x, event.motion.y);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
// ignore if it came from touch
if (event.button.which != SDL_TOUCH_MOUSEID) {
OnMouseButton(event.button.button, event.button.state, event.button.x, event.button.y);
}
break;
case SDL_FINGERDOWN:
OnFingerDown(event.tfinger.x, event.tfinger.y);
break;
case SDL_FINGERMOTION:
OnFingerMotion(event.tfinger.x, event.tfinger.y);
break;
case SDL_FINGERUP:
OnFingerUp();
break;
case SDL_QUIT:
is_open = false;
break;
default:
break;
}
const u32 current_time = SDL_GetTicks();
if (current_time > last_time + 2000) {
const auto results = Core::System::GetInstance().GetAndResetPerfStats();
const auto title =
fmt::format("yuzu {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname,
Common::g_scm_branch, Common::g_scm_desc, results.average_game_fps,
results.emulation_speed * 100.0);
SDL_SetWindowTitle(render_window, title.c_str());
last_time = current_time;
}
}
void EmuWindow_SDL2::SetWindowIcon() {
SDL_RWops* const yuzu_icon_stream = SDL_RWFromConstMem((void*)yuzu_icon, yuzu_icon_size);
if (yuzu_icon_stream == nullptr) {
LOG_WARNING(Frontend, "Failed to create yuzu icon stream.");
return;
}
SDL_Surface* const window_icon = SDL_LoadBMP_RW(yuzu_icon_stream, 1);
if (window_icon == nullptr) {
LOG_WARNING(Frontend, "Failed to read BMP from stream.");
return;
}
// The icon is attached to the window pointer
SDL_SetWindowIcon(render_window, window_icon);
SDL_FreeSurface(window_icon);
}
void EmuWindow_SDL2::OnMinimalClientAreaChangeRequest(std::pair<u32, u32> minimal_size) {
SDL_SetWindowMinimumSize(render_window, minimal_size.first, minimal_size.second);
}