10aa11ce13
* Interrupt GPU command processing when a frame's fence is reached. * Accumulate times rather than %s * Accurate timer for vsync Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo) * Use event wait for better timing. * Fix lazy wait Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms. * A bit more efficiency on frame waits. Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits) * Better swap interval 0 solution 737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways) * Fix comment. * Address Comments.
178 lines
5.2 KiB
C#
178 lines
5.2 KiB
C#
using Ryujinx.Common;
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using System.Diagnostics;
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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 double FrameRateWeight = 0.5;
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private const int FrameTypeGame = 0;
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private const int PercentTypeFifo = 0;
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private double[] _averageFrameRate;
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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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_averageFrameRate = 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(1000);
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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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CalculateAverageFrameRate(FrameTypeGame);
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CalculateAveragePercent(PercentTypeFifo);
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}
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private void CalculateAverageFrameRate(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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_averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[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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private double LinearInterpolate(double lhs, double rhs)
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{
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return lhs * (1.0 - FrameRateWeight) + rhs * FrameRateWeight;
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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 _averageFrameRate[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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}
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}
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