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:
Morph 2020-10-10 09:03:47 -04:00
parent 652d6766d5
commit 9b501af8e3
3 changed files with 71 additions and 34 deletions

View file

@ -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: