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[vulkan] Add support for target FPS frame pacing (#3494)
This allows users to choose how the emulator manages frame pacing to reduce stuttering and provide a smoother and more consistent frame rate. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3494 Reviewed-by: CamilleLaVey <camillelavey99@gmail.com> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
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2ab5b37137
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5f676a6a55
11 changed files with 121 additions and 8 deletions
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@ -347,7 +347,7 @@ void Scheduler::EndRenderPass()
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Record([num_images = num_renderpass_images,
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images = renderpass_images,
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ranges = renderpass_image_ranges](vk::CommandBuffer cmdbuf) {
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std::array<VkImageMemoryBarrier, 9> barriers;
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std::vector<VkImageMemoryBarrier> barriers(num_images);
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VkPipelineStageFlags src_stages = 0;
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for (size_t i = 0; i < num_images; ++i) {
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const VkImageSubresourceRange& range = ranges[i];
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@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
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@ -16,6 +16,7 @@
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#include "common/alignment.h"
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#include "common/common_types.h"
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#include "common/settings.h"
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#include "common/polyfill_thread.h"
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#include "video_core/renderer_vulkan/vk_master_semaphore.h"
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#include "video_core/vulkan_common/vulkan_wrapper.h"
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@ -111,15 +112,34 @@ public:
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return master_semaphore->IsFree(tick);
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}
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/// Waits for the given tick to trigger on the GPU.
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void Wait(u64 tick) {
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if (tick >= master_semaphore->CurrentTick()) {
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// Make sure we are not waiting for the current tick without signalling
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/// Waits for the given GPU tick, optionally pacing frames.
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void Wait(u64 tick, double target_fps = 0.0) {
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if (Settings::values.use_speed_limit.GetValue() && target_fps > 0.0) {
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auto frame_duration = std::chrono::duration_cast<std::chrono::steady_clock::duration>(std::chrono::duration<double>(1.0 / target_fps));
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auto now = std::chrono::steady_clock::now();
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if (now < next_frame_time) {
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std::this_thread::sleep_until(next_frame_time);
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next_frame_time += frame_duration;
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} else {
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next_frame_time = now + frame_duration;
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}
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}
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if (tick > master_semaphore->CurrentTick() && !chunk->Empty()) {
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Flush();
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}
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master_semaphore->Wait(tick);
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}
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/// Resets the frame pacing state by setting the next frame time.
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void ResetFramePacing(double target_fps = 0.0) {
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if (target_fps > 0.0) {
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auto frame_duration = std::chrono::duration_cast<std::chrono::steady_clock::duration>(std::chrono::duration<double>(1.0 / target_fps));
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next_frame_time = std::chrono::steady_clock::now() + frame_duration;
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} else {
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next_frame_time = std::chrono::steady_clock::time_point{};
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}
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}
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/// Returns the master timeline semaphore.
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[[nodiscard]] MasterSemaphore& GetMasterSemaphore() const noexcept {
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return *master_semaphore;
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@ -261,6 +281,8 @@ private:
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std::mutex queue_mutex;
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std::condition_variable_any event_cv;
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std::jthread worker_thread;
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std::chrono::steady_clock::time_point next_frame_time{};
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};
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} // namespace Vulkan
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@ -1,4 +1,4 @@
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// SPDX-FileCopyrightText: Copyright 2025 Eden Emulator Project
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2019 yuzu Emulator Project
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@ -146,6 +146,25 @@ void Swapchain::Create(
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{
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is_outdated = false;
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is_suboptimal = false;
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switch (Settings::values.frame_pacing_mode.GetValue()) {
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case Settings::FramePacingMode::Target_Auto:
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scheduler.ResetFramePacing();
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break;
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case Settings::FramePacingMode::Target_30:
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scheduler.ResetFramePacing(30.0);
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break;
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case Settings::FramePacingMode::Target_60:
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scheduler.ResetFramePacing(60.0);
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break;
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case Settings::FramePacingMode::Target_120:
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scheduler.ResetFramePacing(120.0);
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break;
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case Settings::FramePacingMode::Target_240:
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scheduler.ResetFramePacing(240.0);
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break;
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}
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width = width_;
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height = height_;
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#ifdef ANDROID
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@ -194,7 +213,26 @@ bool Swapchain::AcquireNextImage() {
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break;
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}
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scheduler.Wait(resource_ticks[image_index]);
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if (resource_ticks[image_index] != 0 && !scheduler.IsFree(resource_ticks[image_index])) {
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switch (Settings::values.frame_pacing_mode.GetValue()) {
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case Settings::FramePacingMode::Target_Auto:
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scheduler.Wait(resource_ticks[image_index]);
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break;
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case Settings::FramePacingMode::Target_30:
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scheduler.Wait(resource_ticks[image_index], 30.0);
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break;
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case Settings::FramePacingMode::Target_60:
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scheduler.Wait(resource_ticks[image_index], 60.0);
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break;
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case Settings::FramePacingMode::Target_120:
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scheduler.Wait(resource_ticks[image_index], 120.0);
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break;
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case Settings::FramePacingMode::Target_240:
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scheduler.Wait(resource_ticks[image_index], 240.0);
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break;
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}
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}
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resource_ticks[image_index] = scheduler.CurrentTick();
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return is_suboptimal || is_outdated;
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