From 9b501af8e3d0f6457fafb0fdfbcc11f6da4f0e8a Mon Sep 17 00:00:00 2001 From: Morph <39850852+Morph1984@users.noreply.github.com> Date: Sat, 10 Oct 2020 09:03:47 -0400 Subject: 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. --- src/core/hle/service/hid/controllers/npad.cpp | 51 ++++++++++++++++++++++++--- 1 file changed, 46 insertions(+), 5 deletions(-) (limited to 'src/core/hle') diff --git a/src/core/hle/service/hid/controllers/npad.cpp b/src/core/hle/service/hid/controllers/npad.cpp index 924f209c0..cc54b164d 100644 --- a/src/core/hle/service/hid/controllers/npad.cpp +++ b/src/core/hle/service/hid/controllers/npad.cpp @@ -698,16 +698,57 @@ void Controller_NPad::VibrateController(const std::vector& 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); - - latest_vibration_values[npad_index][device_index] = vibration_values[i]; + vibration_values[i].freq_low, + vibration_values[i].amp_high * Settings::values.vibration_strength.GetValue() / 100, + vibration_values[i].freq_high); + + 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; + } + } } } -- cgit v1.2.3