9dfbc9bdce
This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate. This allows us to differentiate it from the fps unlocker setting.
104 lines
3.4 KiB
C++
104 lines
3.4 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <atomic>
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#include <chrono>
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#include <cstddef>
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#include <mutex>
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#include "common/common_types.h"
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namespace Core {
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struct PerfStatsResults {
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/// System FPS (LCD VBlanks) in Hz
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double system_fps;
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/// Average game FPS (GPU frame renders) in Hz
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double average_game_fps;
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/// Walltime per system frame, in seconds, excluding any waits
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double frametime;
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/// Ratio of walltime / emulated time elapsed
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double emulation_speed;
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};
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/**
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* Class to manage and query performance/timing statistics. All public functions of this class are
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* thread-safe unless stated otherwise.
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*/
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class PerfStats {
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public:
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explicit PerfStats(u64 title_id_);
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~PerfStats();
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using Clock = std::chrono::high_resolution_clock;
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void BeginSystemFrame();
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void EndSystemFrame();
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void EndGameFrame();
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PerfStatsResults GetAndResetStats(std::chrono::microseconds current_system_time_us);
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/**
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* Returns the arithmetic mean of all frametime values stored in the performance history.
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*/
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double GetMeanFrametime() const;
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/**
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* Gets the ratio between walltime and the emulated time of the previous system frame. This is
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* useful for scaling inputs or outputs moving between the two time domains.
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*/
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double GetLastFrameTimeScale() const;
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private:
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mutable std::mutex object_mutex;
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/// Title ID for the game that is running. 0 if there is no game running yet
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u64 title_id{0};
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/// Current index for writing to the perf_history array
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std::size_t current_index{0};
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/// Stores an hour of historical frametime data useful for processing and tracking performance
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/// regressions with code changes.
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std::array<double, 216000> perf_history{};
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/// Point when the cumulative counters were reset
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Clock::time_point reset_point = Clock::now();
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/// System time when the cumulative counters were reset
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std::chrono::microseconds reset_point_system_us{0};
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/// Cumulative duration (excluding v-sync/frame-limiting) of frames since last reset
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Clock::duration accumulated_frametime = Clock::duration::zero();
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/// Cumulative number of system frames (LCD VBlanks) presented since last reset
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u32 system_frames = 0;
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/// Cumulative number of game frames (GSP frame submissions) since last reset
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std::atomic<u32> game_frames = 0;
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/// Point when the previous system frame ended
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Clock::time_point previous_frame_end = reset_point;
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/// Point when the current system frame began
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Clock::time_point frame_begin = reset_point;
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/// Total visible duration (including frame-limiting, etc.) of the previous system frame
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Clock::duration previous_frame_length = Clock::duration::zero();
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/// Previously computed fps
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double previous_fps = 0;
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};
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class SpeedLimiter {
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public:
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using Clock = std::chrono::high_resolution_clock;
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void DoSpeedLimiting(std::chrono::microseconds current_system_time_us);
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private:
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/// Emulated system time (in microseconds) at the last limiter invocation
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std::chrono::microseconds previous_system_time_us{0};
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/// Walltime at the last limiter invocation
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Clock::time_point previous_walltime = Clock::now();
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/// Accumulated difference between walltime and emulated time
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std::chrono::microseconds speed_limiting_delta_err{0};
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};
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} // namespace Core
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