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psxrecomp/runtime/include/dynamic_resolution.h
T

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C

/* dynamic_resolution.h — the controller behind [video] dynamic_resolution
* (docs/ENHANCEMENTS.md, IR3).
*
* Pure C: no SDL, no GL and no clock of its own, so a unit test drives it
* with synthetic time (tests/test_dynamic_resolution.c). The host feeds it one
* sample per guest interval (one VBlank) and applies the level it returns;
* the GL backend changes the internal scale between frames
* (gl_renderer_step_internal_scale_now).
*
* LOAD. A sample's work is the interval's wall time minus the host's idle
* waits (wall-clock pacer, the frame blend's waits for its next present, the
* driver's vsync block in the swap), render passes and the frame blend's extra
* presents: emulation, submission, the frame's own present and any driver
* blocking. load = work / the guest's nominal interval, averaged over a
* window (0.5 s). In-between frames only spend idle time and the load leaves
* them out, so when a scene gets heavier they are shed first; the resolution
* drops only when the game's own frames would be late.
*
* LEVELS are the integer scales floor..ceiling. A level's load is predicted
* from the current one as load * ((1 - f) + f * (S'/S)^2), f being the share
* of the load that scales with the pixel count. f starts at a prior and is
* learned from what each step actually changed.
*
* RULES (DynresParams; defaults in dynres_default_params):
* - down: a window at >= down_load with >= down_late late intervals, or two
* windows above down_load_sustained. Target: the highest level predicted at
* <= target_load (at least one lower). No second down step within
* cooldown_down_s unless a window has >= burst_late late intervals.
* - verify: the second window after a down step must show at least
* verify_fraction of the predicted fall. Otherwise the pressure was not the
* resolution (a CPU-bound stretch): the step is undone after verify_undo_s
* and down steps are blocked for verify_block_s, doubling per failure.
* - up: one level, after up_after_s of windows predicted at <= up_load at the
* next level with no late interval, the cooldown since the last step over,
* the level not blocked, and only at an interval whose idle time covers the
* measured step cost.
* - relapse: a level reached by an up step and left by a down step within
* relapse_s is blocked for up steps for relapse_block_s, doubling up to
* relapse_block_max_s; an up step that holds the level for
* relapse_forget_s resets that.
* - holds: the host's holds (turbo, loads, FMV, compiles, savestate loads,
* resizes, the first seconds of the game), and any interval longer than
* gap_factor intervals, discard the window in progress; nothing is sampled
* or decided until the hold's tail has passed. A single slow interval never
* steps: every decision needs a whole window.
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
#define DYNRES_MAX_LEVEL 32
typedef struct DynresParams {
double window_s; /* decision window, guest time */
double late_factor; /* interval > period * this is late */
double gap_factor; /* interval > period * this: a gap, held */
double gap_hold_s;
double down_load; /* with down_late late intervals */
int down_late;
double down_load_sustained; /* two windows above it */
double target_load;
double cooldown_down_s;
int burst_late;
double verify_fraction;
double verify_undo_s;
double verify_block_s, verify_block_max_s, verify_forget_s;
double up_load;
double up_after_s;
double cooldown_up_after_up_s, cooldown_up_after_down_s;
double relapse_s;
double relapse_block_s, relapse_block_max_s, relapse_forget_s;
double prior_scaled; /* f before any step was measured */
double learn_rate;
double step_cost_s; /* step cost before one was measured */
} DynresParams;
void dynres_default_params(DynresParams *p);
typedef struct DynresSample {
double period_s; /* the guest's nominal interval (1 / 59.94 for NTSC) */
double wall_s; /* this interval's wall time */
double work_s; /* see LOAD above */
int held; /* the host holds: not a sample, the window restarts */
} DynresSample;
typedef struct DynresController {
DynresParams p;
int floor, ceiling, level, forced;
double f; /* learned share of load ~ S^2 */
/* the window in progress */
double win_period, win_work, win_wall;
int win_n, win_late;
/* the last closed window */
double last_load, last_vblank_hz;
int last_late, last_valid;
double prev_load; /* the window before it (-1 = none) */
double hold_until;
double up_streak_s;
int up_ready;
double last_step_t, last_down_t;
int last_step_up;
double up_reached_t[DYNRES_MAX_LEVEL + 1];
double up_block_until[DYNRES_MAX_LEVEL + 1];
double relapse_dur[DYNRES_MAX_LEVEL + 1];
double down_block_until, verify_dur, verify_last_fail;
/* after a step: the window it is judged on */
int post_active, post_from, post_to, post_windows, post_down;
double post_load_before, post_pred;
int undo_level;
double undo_at;
double step_cost_s;
/* telemetry */
unsigned long long downs, ups, undos, relapses, windows, held_windows;
const char *last_reason;
double last_decision_t;
} DynresController;
void dynres_init(DynresController *c, const DynresParams *p, int floor_level,
int ceiling, int level);
/* Hold sampling and decisions until now_s + tail_s (the latest hold wins). */
void dynres_hold(DynresController *c, double now_s, double tail_s);
/* One guest interval ending at now_s. Returns the level to render at (the
* current one when nothing changes; the host applies a change). */
int dynres_sample(DynresController *c, double now_s, const DynresSample *s);
/* The measured wall time of a step the host applied. */
void dynres_note_step_cost(DynresController *c, double seconds);
/* Pin a level (debugging); 0 releases the pin. Returns the level to apply. */
int dynres_force(DynresController *c, int level);
/* Predicted load at level `to` from `load` measured at `from`. */
double dynres_predict(const DynresController *c, double load, int from, int to);
/* Up steps into `level` blocked for this many seconds from now_s (0 = not). */
double dynres_up_blocked_s(const DynresController *c, int level, double now_s);
/* ---- Render-thread mode ([video] render_thread on) -------------------------
* With the render thread the guest's frame no longer pays for GL, so the
* emulation thread's wall time says nothing about whether the resolution
* fits. This controller is fed what the render thread measured instead
* (docs/RENDER_THREAD.md, "Dynamic resolution"):
*
* COST. Per replayed guest frame, max(GPU time, render-thread CPU time): GPU
* time from a GL_TIMESTAMP pair (first record of the frame .. after its
* present), CPU time the render thread spent replaying the frame minus its
* idle waits for records and its block in the swap (the display's vsync).
* load = mean cost / the guest's nominal interval (one display refresh at
* 60 Hz); the budget is 1 - margin (15 %).
*
* BOUND. The render thread is the limit when the emulation thread blocked on
* the queue bound (backpressure) or the cost is over budget. When the guest
* runs below its nominal rate, never waits on the queue and the render
* thread had slack in the actual interval, the guest is the limit: no down
* step (resolution cannot help). Backpressure for bp_strong of a window is a
* strong signal: one window suffices.
*
* RULES (DynrtParams; dynrt_default_params):
* - down: ONE level, after down_windows consecutive over-budget windows (one
* if strong). Never below the floor.
* - judge: the window after a step settles (the cost lags the queue and the
* GPU readback); the next one judges it. A down step that removed less
* than verify_fraction of the predicted cost (and did not end the
* backpressure) is a strike: the window it was decided on may have mixed
* lighter frames in. A second such step in a row (within strike_s) means
* the cost is not the pixels: both are undone and down steps are blocked
* for verify_block_s, doubling per failure up to verify_block_max_s.
* - up: one level, after up_after_s of clean windows (no backpressure, the
* next level predicted at <= up_load), up_cooldown_s after the last step,
* and the level not blocked. The prediction is load * ((1-f) + f*(S'/S)^2)
* with f, the share of the cost that scales with pixels, learned from each
* judged step. down_load > up_load is the hysteresis.
* - relapse: a level reached by an up step and left by a down step within
* relapse_s is blocked for up steps for relapse_block_s, doubling up to
* relapse_block_max_s; holding it relapse_forget_s resets that.
* - holds and gaps discard the window in progress, as in the controller
* above; so does a window in which fewer than min_coverage of the guest
* frames have a measured cost (frames the emulation thread drew itself
* at a sync point). */
typedef struct DynrtParams {
double window_s;
double margin; /* budget = 1 - margin of the interval */
int down_windows; /* consecutive over-budget windows */
double strong_load; /* load at or above: one window suffices */
double bp_strong; /* backpressure share of wall: strong */
double bp_weak; /* below: no backpressure */
double guest_slow; /* interval > period * this: guest slow */
double guest_slack; /* cost < interval * this: render slack */
double up_load;
double up_after_s;
double up_cooldown_s;
double verify_fraction;
double verify_block_s, verify_block_max_s, verify_forget_s;
double strike_s; /* a first failed judgement lapses after */
double relapse_s;
double relapse_block_s, relapse_block_max_s, relapse_forget_s;
double prior_scaled;
double learn_rate;
double gap_factor, gap_hold_s;
double min_coverage;
} DynrtParams;
void dynrt_default_params(DynrtParams *p);
typedef struct DynrtSample {
double period_s; /* the guest's nominal interval */
double wall_s; /* this guest interval's wall time */
int frames; /* render-thread frames whose cost arrived since the last sample */
double cost_s; /* their summed cost (see COST) */
double bp_s; /* emulation thread blocked on the queue bound */
int held; /* the host holds: not a sample, the window restarts */
} DynrtSample;
typedef struct DynrtController {
DynrtParams p;
int floor, ceiling, level, forced;
double f;
/* the window in progress */
double win_period, win_wall, win_cost, win_bp;
int win_n, win_frames;
/* the last closed window */
double last_load, last_bp_share, last_hz;
int last_valid, last_guest_bound, last_over;
int over_streak;
double hold_until;
double up_streak_s;
double last_step_t, last_down_t;
double up_reached_t[DYNRES_MAX_LEVEL + 1];
double up_block_until[DYNRES_MAX_LEVEL + 1];
double relapse_dur[DYNRES_MAX_LEVEL + 1];
double down_block_until, verify_dur, verify_last_fail;
int post_active, post_from, post_to, post_windows, post_down;
double post_load_before, post_pred, post_bp_before;
int verify_strikes, strike_from;
double strike_t;
/* telemetry */
unsigned long long downs, ups, undos, relapses, windows, held_windows,
guest_bound_windows, thin_windows;
const char *last_reason;
double last_decision_t;
} DynrtController;
void dynrt_init(DynrtController *c, const DynrtParams *p, int floor_level,
int ceiling, int level);
void dynrt_hold(DynrtController *c, double now_s, double tail_s);
/* One guest interval ending at now_s; returns the level to render at. */
int dynrt_sample(DynrtController *c, double now_s, const DynrtSample *s);
int dynrt_force(DynrtController *c, int level);
double dynrt_predict(const DynrtController *c, double load, int from, int to);
double dynrt_up_blocked_s(const DynrtController *c, int level, double now_s);
#ifdef __cplusplus
}
#endif