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[BotW] Calculate FPS sum in FPS++ each frame
The theory is that this should fix the Steam Deck speedup issue since it might be caused by the average FPS count not dealing well with removing super big outliers. Theoretically the previous method could also due to floating point inaccuracies drift over time, so this might help with (super) long play sessions too. T'was a cool way to calculate the FPS average though.
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@ -68,9 +68,6 @@ averageFPS0.5:
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averageFPS0.5Inv:
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averageFPS0.5Inv:
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.float 30/(2*((($advancedMode == 1) * $fpsLimitAdvanced) + (($advancedMode == 0) * $fpsLimitNormal)))
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.float 30/(2*((($advancedMode == 1) * $fpsLimitAdvanced) + (($advancedMode == 0) * $fpsLimitNormal)))
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averageSum:
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.float 30*$frameAverageAmount
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buffer:
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buffer:
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.float 30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30 ; buffer can only store a max length of 32 frames
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.float 30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30 ; buffer can only store a max length of 32 frames
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@ -142,22 +139,15 @@ fmuls f10, f12, f10 ; Multiply bus speed to have current fps in f10. (1/ticks
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; Calculate the rolling average FPS over the last N amount of frames which are stored in the circular buffer
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; Calculate the rolling average FPS over the last N amount of frames which are stored in the circular buffer
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_calcAverageFPS:
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_calcAverageFPS:
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lis r3, averageSum@ha ; Load the current average sum
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; Store FPS value from this frame into the buffer first
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lfs f7, averageSum@l(r3) ; ...into f7
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lis r11, buffer@ha ; Load the address of buffer...
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lis r11, buffer@ha ; Load the address of buffer...
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addi r11, r11, buffer@l ; ...into r11 for later
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addi r11, r11, buffer@l ; ...into r11 for later
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lis r12, bufferIndex@ha ; Load the offset to the current value
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lis r12, bufferIndex@ha ; Load the offset to the current value
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lwz r12, bufferIndex@l(r12) ; Load the current buffer offset
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lwz r12, bufferIndex@l(r12) ; Load the current buffer offset
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.int 0x7D4B652E ; Store the FPS value from this current frame in place of the old value
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;stfsx f10, r11, r12 ; Cemu only supports the stfsx instruction on later versions, so use assembled instruction bytes for legacy support
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.int 0x7d8b642e ; Load the value that's stored at the current index
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; Then store the offset to the next buffer entry
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;lfsx f12, r11, r12 ; Cemu only supports the lfsx instruction on the very latest version, so use assembled instruction bytes for legacy support
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fsubs f7, f7, f12 ; Subtract this value from the current average sum
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fadds f7, f7, f10 ; Add the FPS from this current frame
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.int 0x7d4b652e ; Store the FPS value from this current frame in place of the old value
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;stfsx f10, r11, r12 ; Cemu only supports the stfsx instruction on the very latest version, so use assembled instruction bytes for legacy support
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stfs f7, averageSum@l(r3) ; Store this new average sum again
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; Store the offset to the next buffer entry
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lis r11, bufferIndexEnd@ha ; Load offset to the end of the averaging buffer
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lis r11, bufferIndexEnd@ha ; Load offset to the end of the averaging buffer
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lwz r11, bufferIndexEnd@l(r11) ; ...into r11
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lwz r11, bufferIndexEnd@l(r11) ; ...into r11
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addi r12, r12, 0x04 ; Add 0x04 to the current buffer index to have the next buffer index
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addi r12, r12, 0x04 ; Add 0x04 to the current buffer index to have the next buffer index
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@ -167,9 +157,26 @@ li r12, 0 ; Set the current index to 0 if the end of the buffer was reached
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lis r3, bufferIndex@ha ; Load current buffer index
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lis r3, bufferIndex@ha ; Load current buffer index
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stw r12, bufferIndex@l(r3) ; ...into r12
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stw r12, bufferIndex@l(r3) ; ...into r12
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lis r3, bufferSizeDivider@ha ; Load the buffer size divider
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; Finally, loop over the whole buffer and create an average sum of FPS values
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lfs f10, bufferSizeDivider@l(r3); ...into f10
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_calculateBuffer:
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fdivs f10, f7, f10 ; Divide the average FPS sum by the buffer size divider to get the average FPS
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lis r12, const_0.0@ha ; Load 0 float value into address...
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lfs f10, const_0.0@l(r12) ; ...and load it into f10 since it'll be used for counting the average sum
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lis r12, buffer@ha ; Load the address of buffer...
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addi r12, r12, buffer@l ; ...into r11 for later
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lis r11, bufferIndexEnd@ha ; Load last index of the averaging buffer
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lwz r11, bufferIndexEnd@l(r11) ; ...into r11
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li r3, 0 ; Change r3 to 0 since it'll be used as the current index inside the buffer
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startCalculateBufferLoop:
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.int 0x7D8C1C2E ; Load FPS value from the buffer address (r12) + loop index (r3) into f12
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; lfsx f12, r12, r3 ; Cemu only supports the lfsx instruction on later versions, so use assembled instruction bytes for legacy support
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fadds f10, f10, f12 ; Add loaded FPS value from f12 to sum of FPS values in f10
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addi r3, r3, 0x04 ; Add 0x04 to the current buffer index to have the next buffer index
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cmpw r3, r11 ; Compare this new buffer index to the end index
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blt startCalculateBufferLoop ; Loop back until the whole buffer is initialized with the value from
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lis r3, bufferSizeDivider@ha ; When done with the loop, load the buffer size divider
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lfs f7, bufferSizeDivider@l(r3) ; ...into f7
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fdivs f10, f10, f7 ; Divide the average FPS sum by the buffer size divider to get the average FPS
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; Calculates the gamespeed (which is stored in f10 regardless of average or static code path)
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; Calculates the gamespeed (which is stored in f10 regardless of average or static code path)
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_setGamespeed:
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_setGamespeed:
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