[GPU]: Implement a working Frame-Skip into Android
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This commit is contained in:
Gamer64 2025-08-14 20:44:07 +02:00
parent 444b9f361e
commit 0d433e897a
8 changed files with 66 additions and 26 deletions

View file

@ -51,7 +51,6 @@ enum class BooleanSetting(override val key: String) : AbstractBooleanSetting {
ENABLE_RAII("enable_raii"),
FRAME_INTERPOLATION("frame_interpolation"),
// FRAME_SKIPPING("frame_skipping"),
PERF_OVERLAY_BACKGROUND("perf_overlay_background"),
SHOW_PERFORMANCE_OVERLAY("show_performance_overlay"),

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@ -41,6 +41,7 @@ enum class IntSetting(override val key: String) : AbstractIntSetting {
FSR_SHARPENING_SLIDER("fsr_sharpening_slider"),
FAST_CPU_TIME("fast_cpu_time"),
CPU_TICKS("cpu_ticks"),
FRAME_SKIPPING("frame_skipping"),
FAST_GPU_TIME("fast_gpu_time"),
BAT_TEMPERATURE_UNIT("bat_temperature_unit"),
CABINET_APPLET("cabinet_applet_mode"),

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@ -234,15 +234,15 @@ abstract class SettingsItem(
descriptionId = R.string.frame_interpolation_description
)
)
// put(
// SwitchSetting(
// BooleanSetting.FRAME_SKIPPING,
// titleId = R.string.frame_skipping,
// descriptionId = R.string.frame_skipping_description
// )
// )
put(
SingleChoiceSetting(
IntSetting.FRAME_SKIPPING,
titleId = R.string.frame_skipping,
descriptionId = R.string.frame_skipping_description,
choicesId = R.array.frameSkippingNames,
valuesId = R.array.frameSkippingValues
)
)
put(
SwitchSetting(
dockedModeSetting,

View file

@ -449,6 +449,7 @@ class SettingsFragmentPresenter(
add(BooleanSetting.RENDERER_EARLY_RELEASE_FENCES.key)
add(BooleanSetting.BUFFER_REORDER_DISABLE.key)
add(BooleanSetting.FRAME_INTERPOLATION.key)
add(IntSetting.FRAME_SKIPPING.key)
add(BooleanSetting.RENDERER_FAST_GPU.key)
add(IntSetting.FAST_GPU_TIME.key)
add(IntSetting.RENDERER_SHADER_BACKEND.key)

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@ -21,6 +21,18 @@
<item>1</item>
</integer-array>
<string-array name="frameSkippingNames">
<item>@string/disabled</item>
<item>1</item>
<item>2</item>
</string-array>
<integer-array name="frameSkippingValues">
<item>0</item>
<item>1</item>
<item>2</item>
</integer-array>
<string-array name="memoryNames">
<item>@string/memory_4gb</item>
<item>@string/memory_6gb</item>

View file

@ -325,9 +325,9 @@ struct Values {
#ifdef __ANDROID__
SwitchableSetting<bool> frame_interpolation{linkage, true, "frame_interpolation", Category::Renderer,
Specialization::RuntimeList};
#endif
SwitchableSetting<bool> frame_skipping{linkage, false, "frame_skipping", Category::Renderer,
Specialization::RuntimeList};
#endif
SwitchableSetting<bool> use_disk_shader_cache{linkage, true, "use_disk_shader_cache",
Category::Renderer};
SwitchableSetting<SpirvOptimizeMode, true> optimize_spirv_output{linkage,

View file

@ -223,17 +223,23 @@ struct GPU::Impl {
system.GetPerfStats().EndGameFrame();
}
void ResetFrameCounter() {
frame_count.store(0, std::memory_order_relaxed);
}
/// Performs any additional setup necessary in order to begin GPU emulation.
/// This can be used to launch any necessary threads and register any necessary
/// core timing events.
void Start() {
Settings::UpdateGPUAccuracy();
ResetFrameCounter();
gpu_thread.StartThread(*renderer, renderer->Context(), *scheduler);
}
void NotifyShutdown() {
std::unique_lock lk{sync_mutex};
shutting_down.store(true, std::memory_order::relaxed);
ResetFrameCounter();
sync_cv.notify_all();
}
@ -291,10 +297,16 @@ struct GPU::Impl {
void RequestComposite(std::vector<Tegra::FramebufferConfig>&& layers,
std::vector<Service::Nvidia::NvFence>&& fences) {
// Increment frame counter
const u64 current_frame = frame_count.fetch_add(1, std::memory_order_relaxed) + 1;
const u32 frame_skip_value = Settings::values.frame_skipping.GetValue();
const bool skip_frame = frame_skip_value > 0 &&
(current_frame % (static_cast<u64>(frame_skip_value) + 1) != 0);
size_t num_fences{fences.size()};
size_t current_request_counter{};
{
std::unique_lock<std::mutex> lk(request_swap_mutex);
std::unique_lock<std::mutex> lk{request_swap_mutex};
if (free_swap_counters.empty()) {
current_request_counter = request_swap_counters.size();
request_swap_counters.emplace_back(num_fences);
@ -305,24 +317,34 @@ struct GPU::Impl {
}
}
const auto wait_fence =
RequestSyncOperation([this, current_request_counter, &layers, &fences, num_fences] {
RequestSyncOperation([this, current_request_counter, &layers, &fences, num_fences, skip_frame] {
auto& syncpoint_manager = host1x.GetSyncpointManager();
if (num_fences == 0) {
if (!skip_frame) {
renderer->Composite(layers);
} else {
system.GetPerfStats().EndGameFrame();
}
const auto executer = [this, current_request_counter, layers_copy = layers]() {
} else {
const auto executer = [this, current_request_counter, layers_copy = std::move(layers), skip_frame]() {
{
std::unique_lock<std::mutex> lk(request_swap_mutex);
std::unique_lock<std::mutex> lk{request_swap_mutex};
if (--request_swap_counters[current_request_counter] != 0) {
return;
}
free_swap_counters.push_back(current_request_counter);
}
// Handle frame skipping in executer
if (!skip_frame) {
renderer->Composite(layers_copy);
} else {
system.GetPerfStats().EndGameFrame();
}
};
for (size_t i = 0; i < num_fences; i++) {
syncpoint_manager.RegisterGuestAction(fences[i].id, fences[i].value, executer);
}
}
});
gpu_thread.TickGPU();
WaitForSyncOperation(wait_fence);
@ -353,6 +375,8 @@ struct GPU::Impl {
/// When true, we are about to shut down emulation session, so terminate outstanding tasks
std::atomic_bool shutting_down{};
std::atomic<u64> frame_count{0};
std::array<std::atomic<u32>, Service::Nvidia::MaxSyncPoints> syncpoints{};
std::array<std::list<u32>, Service::Nvidia::MaxSyncPoints> syncpt_interrupts;

View file

@ -220,6 +220,9 @@ public:
std::vector<u8> GetAppletCaptureBuffer();
// Reset frame counter
void ResetFrameCounter();
/// Performs any additional setup necessary in order to begin GPU emulation.
/// This can be used to launch any necessary threads and register any necessary
/// core timing events.