mirror of
https://git.h3cjp.net/H3cJP/citra.git
synced 2024-11-23 19:22:49 +00:00
controllers/npad: Add heuristics to reduce rumble state changes
Sending too many state changes in a short period of time can cause massive performance issues. As a result, we have to use several heuristics to reduce the number of state changes to minimize/eliminate this performance impact while maintaining the quality of these vibrations as much as possible.
This commit is contained in:
parent
652d6766d5
commit
9b501af8e3
|
@ -33,7 +33,7 @@ public:
|
|||
virtual bool GetAnalogDirectionStatus(AnalogDirection direction) const {
|
||||
return {};
|
||||
}
|
||||
virtual bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const {
|
||||
virtual bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const {
|
||||
return {};
|
||||
}
|
||||
};
|
||||
|
|
|
@ -698,16 +698,57 @@ void Controller_NPad::VibrateController(const std::vector<DeviceHandle>& vibrati
|
|||
continue;
|
||||
}
|
||||
|
||||
// Filter out vibrations with equivalent values to reduce unnecessary state changes.
|
||||
if (vibration_values[i].amp_low ==
|
||||
latest_vibration_values[npad_index][device_index].amp_low &&
|
||||
vibration_values[i].amp_high ==
|
||||
latest_vibration_values[npad_index][device_index].amp_high) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Filter out non-zero vibrations that are within 0.015625 absolute amplitude of each other.
|
||||
if ((vibration_values[i].amp_low != 0.0f || vibration_values[i].amp_high != 0.0f) &&
|
||||
(latest_vibration_values[npad_index][device_index].amp_low != 0.0f ||
|
||||
latest_vibration_values[npad_index][device_index].amp_high != 0.0f) &&
|
||||
(abs(vibration_values[i].amp_low -
|
||||
latest_vibration_values[npad_index][device_index].amp_low) < 0.015625f &&
|
||||
abs(vibration_values[i].amp_high -
|
||||
latest_vibration_values[npad_index][device_index].amp_high) < 0.015625f)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
using namespace Settings::NativeButton;
|
||||
const auto& button_state = buttons[npad_index];
|
||||
|
||||
// TODO: Vibrate left/right vibration motors independently if possible.
|
||||
button_state[A - BUTTON_HID_BEGIN]->SetRumblePlay(
|
||||
vibration_values[i].amp_high * Settings::values.vibration_strength.GetValue() / 100,
|
||||
const bool success = button_state[A - BUTTON_HID_BEGIN]->SetRumblePlay(
|
||||
vibration_values[i].amp_low * Settings::values.vibration_strength.GetValue() / 100,
|
||||
vibration_values[i].freq_high, vibration_values[i].freq_low);
|
||||
vibration_values[i].freq_low,
|
||||
vibration_values[i].amp_high * Settings::values.vibration_strength.GetValue() / 100,
|
||||
vibration_values[i].freq_high);
|
||||
|
||||
latest_vibration_values[npad_index][device_index] = vibration_values[i];
|
||||
if (success) {
|
||||
switch (connected_controllers[npad_index].type) {
|
||||
case NPadControllerType::None:
|
||||
UNREACHABLE();
|
||||
break;
|
||||
case NPadControllerType::ProController:
|
||||
case NPadControllerType::Handheld:
|
||||
case NPadControllerType::JoyDual:
|
||||
// Since we can't vibrate motors independently yet, we can reduce state changes by
|
||||
// assigning all 3 device indices the current vibration value.
|
||||
latest_vibration_values[npad_index][0] = vibration_values[i];
|
||||
latest_vibration_values[npad_index][1] = vibration_values[i];
|
||||
latest_vibration_values[npad_index][2] = vibration_values[i];
|
||||
break;
|
||||
case NPadControllerType::JoyLeft:
|
||||
case NPadControllerType::JoyRight:
|
||||
case NPadControllerType::Pokeball:
|
||||
default:
|
||||
latest_vibration_values[npad_index][device_index] = vibration_values[i];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -80,30 +80,24 @@ public:
|
|||
return static_cast<float>(state.axes.at(axis)) / (32767.0f * range);
|
||||
}
|
||||
|
||||
bool RumblePlay(f32 amp_low, f32 amp_high, u32 time) {
|
||||
const u16 raw_amp_low = static_cast<u16>(amp_low * 0xFFFF);
|
||||
const u16 raw_amp_high = static_cast<u16>(amp_high * 0xFFFF);
|
||||
// Lower drastically the number of state changes
|
||||
if (raw_amp_low >> 11 == last_state_rumble_low >> 11 &&
|
||||
raw_amp_high >> 11 == last_state_rumble_high >> 11) {
|
||||
if (raw_amp_low + raw_amp_high != 0 ||
|
||||
last_state_rumble_low + last_state_rumble_high == 0) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// Don't change state if last vibration was < 20ms
|
||||
const auto now = std::chrono::system_clock::now();
|
||||
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - last_vibration) <
|
||||
std::chrono::milliseconds(20)) {
|
||||
return raw_amp_low + raw_amp_high == 0;
|
||||
bool RumblePlay(u16 amp_low, u16 amp_high) {
|
||||
using std::chrono::duration_cast;
|
||||
using std::chrono::milliseconds;
|
||||
using std::chrono::steady_clock;
|
||||
|
||||
// Prevent vibrations less than 10ms apart from each other.
|
||||
if (duration_cast<milliseconds>(steady_clock::now() - last_vibration) < milliseconds(10)) {
|
||||
return false;
|
||||
};
|
||||
|
||||
last_vibration = steady_clock::now();
|
||||
|
||||
if (sdl_controller != nullptr) {
|
||||
return SDL_GameControllerRumble(sdl_controller.get(), amp_low, amp_high, 0) == 0;
|
||||
} else if (sdl_joystick != nullptr) {
|
||||
return SDL_JoystickRumble(sdl_joystick.get(), amp_low, amp_high, 0) == 0;
|
||||
}
|
||||
|
||||
last_vibration = now;
|
||||
last_state_rumble_low = raw_amp_low;
|
||||
last_state_rumble_high = raw_amp_high;
|
||||
if (sdl_joystick) {
|
||||
SDL_JoystickRumble(sdl_joystick.get(), raw_amp_low, raw_amp_high, time);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -172,13 +166,13 @@ private:
|
|||
} state;
|
||||
std::string guid;
|
||||
int port;
|
||||
u16 last_state_rumble_high = 0;
|
||||
u16 last_state_rumble_low = 0;
|
||||
std::chrono::time_point<std::chrono::system_clock> last_vibration;
|
||||
std::unique_ptr<SDL_Joystick, decltype(&SDL_JoystickClose)> sdl_joystick;
|
||||
std::unique_ptr<SDL_GameController, decltype(&SDL_GameControllerClose)> sdl_controller;
|
||||
mutable std::mutex mutex;
|
||||
|
||||
// This is the timepoint of the last vibration and is used to ensure vibrations are 10ms apart.
|
||||
std::chrono::steady_clock::time_point last_vibration;
|
||||
|
||||
// Motion is initialized without PID values as motion input is not aviable for SDL2
|
||||
MotionInput motion{0.0f, 0.0f, 0.0f};
|
||||
};
|
||||
|
@ -327,10 +321,12 @@ public:
|
|||
return joystick->GetButton(button);
|
||||
}
|
||||
|
||||
bool SetRumblePlay(f32 amp_high, f32 amp_low, f32 freq_high, f32 freq_low) const override {
|
||||
const f32 new_amp_low = pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f));
|
||||
const f32 new_amp_high = pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f));
|
||||
return joystick->RumblePlay(new_amp_low, new_amp_high, 250);
|
||||
bool SetRumblePlay(f32 amp_low, f32 freq_low, f32 amp_high, f32 freq_high) const override {
|
||||
const u16 processed_amp_low =
|
||||
static_cast<u16>(pow(amp_low, 0.5f) * (3.0f - 2.0f * pow(amp_low, 0.15f)) * 0xFFFF);
|
||||
const u16 processed_amp_high =
|
||||
static_cast<u16>(pow(amp_high, 0.5f) * (3.0f - 2.0f * pow(amp_high, 0.15f)) * 0xFFFF);
|
||||
return joystick->RumblePlay(processed_amp_low, processed_amp_high);
|
||||
}
|
||||
|
||||
private:
|
||||
|
|
Loading…
Reference in a new issue