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https://github.com/Ryujinx/Ryujinx.git
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843401635a
* Adjust framerate data and add frametime * Update PerformanceStatistics.cs * Revert deletions of average framerate * Update Ryujinx.csproj * Remove separate GTK column * Increase FPS precision * general cleanup * even generaler cleanup * fix dumb * Remove legacy code * Update PerformanceStatistics.cs * Update PerformanceStatistics.cs
167 lines
5.1 KiB
C#
167 lines
5.1 KiB
C#
using Ryujinx.Common;
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using System.Timers;
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namespace Ryujinx.HLE
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{
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public class PerformanceStatistics
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{
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private const int FrameTypeGame = 0;
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private const int PercentTypeFifo = 0;
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private double[] _frameRate;
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private double[] _accumulatedFrameTime;
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private double[] _previousFrameTime;
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private double[] _averagePercent;
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private double[] _accumulatedActiveTime;
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private double[] _percentLastEndTime;
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private double[] _percentStartTime;
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private long[] _framesRendered;
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private double[] _percentTime;
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private object[] _frameLock;
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private object[] _percentLock;
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private double _ticksToSeconds;
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private Timer _resetTimer;
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public PerformanceStatistics()
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{
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_frameRate = new double[1];
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_accumulatedFrameTime = new double[1];
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_previousFrameTime = new double[1];
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_averagePercent = new double[1];
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_accumulatedActiveTime = new double[1];
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_percentLastEndTime = new double[1];
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_percentStartTime = new double[1];
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_framesRendered = new long[1];
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_percentTime = new double[1];
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_frameLock = new object[] { new object() };
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_percentLock = new object[] { new object() };
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_resetTimer = new Timer(750);
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_resetTimer.Elapsed += ResetTimerElapsed;
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_resetTimer.AutoReset = true;
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_resetTimer.Start();
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_ticksToSeconds = 1.0 / PerformanceCounter.TicksPerSecond;
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}
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private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
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{
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CalculateFrameRate(FrameTypeGame);
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CalculateAveragePercent(PercentTypeFifo);
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}
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private void CalculateFrameRate(int frameType)
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{
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double frameRate = 0;
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lock (_frameLock[frameType])
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{
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if (_accumulatedFrameTime[frameType] > 0)
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{
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frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
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}
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_frameRate[frameType] = frameRate;
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_framesRendered[frameType] = 0;
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_accumulatedFrameTime[frameType] = 0;
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}
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}
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private void CalculateAveragePercent(int percentType)
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{
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// If start time is non-zero, a percent reading is still being measured.
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// If there aren't any readings, the default should be 100% if still being measured, or 0% if not.
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double percent = (_percentStartTime[percentType] == 0) ? 0 : 100;
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lock (_percentLock[percentType])
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{
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if (_percentTime[percentType] > 0)
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{
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percent = (_accumulatedActiveTime[percentType] / _percentTime[percentType]) * 100;
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}
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_averagePercent[percentType] = percent;
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_percentTime[percentType] = 0;
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_accumulatedActiveTime[percentType] = 0;
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}
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}
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public void RecordGameFrameTime()
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{
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RecordFrameTime(FrameTypeGame);
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}
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public void RecordFifoStart()
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{
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StartPercentTime(PercentTypeFifo);
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}
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public void RecordFifoEnd()
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{
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EndPercentTime(PercentTypeFifo);
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}
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private void StartPercentTime(int percentType)
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{
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double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
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_percentStartTime[percentType] = currentTime;
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}
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private void EndPercentTime(int percentType)
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{
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double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
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double elapsedTime = currentTime - _percentLastEndTime[percentType];
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double elapsedActiveTime = currentTime - _percentStartTime[percentType];
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lock (_percentLock[percentType])
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{
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_accumulatedActiveTime[percentType] += elapsedActiveTime;
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_percentTime[percentType] += elapsedTime;
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}
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_percentLastEndTime[percentType] = currentTime;
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_percentStartTime[percentType] = 0;
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}
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private void RecordFrameTime(int frameType)
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{
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double currentFrameTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
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double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
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_previousFrameTime[frameType] = currentFrameTime;
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lock (_frameLock[frameType])
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{
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_accumulatedFrameTime[frameType] += elapsedFrameTime;
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_framesRendered[frameType]++;
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}
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}
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public double GetGameFrameRate()
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{
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return _frameRate[FrameTypeGame];
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}
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public double GetFifoPercent()
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{
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return _averagePercent[PercentTypeFifo];
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}
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public double GetGameFrameTime()
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{
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return 1000 / _frameRate[FrameTypeGame];
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}
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}
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} |