mirror of
https://github.com/yuzu-mirror/yuzu.git
synced 2024-11-18 09:47:33 +01:00
a66eb7351b
Adds in a missing EndGameFrame when nvdrv swaps buffers
105 lines
3.3 KiB
C++
105 lines
3.3 KiB
C++
// Copyright 2017 Citra Emulator Project
|
|
// Licensed under GPLv2 or any later version
|
|
// Refer to the license.txt file included.
|
|
|
|
#include <chrono>
|
|
#include <mutex>
|
|
#include <thread>
|
|
#include "common/math_util.h"
|
|
#include "core/perf_stats.h"
|
|
#include "core/settings.h"
|
|
|
|
using namespace std::chrono_literals;
|
|
using DoubleSecs = std::chrono::duration<double, std::chrono::seconds::period>;
|
|
using std::chrono::duration_cast;
|
|
using std::chrono::microseconds;
|
|
|
|
namespace Core {
|
|
|
|
void PerfStats::BeginSystemFrame() {
|
|
std::lock_guard<std::mutex> lock(object_mutex);
|
|
|
|
frame_begin = Clock::now();
|
|
}
|
|
|
|
void PerfStats::EndSystemFrame() {
|
|
std::lock_guard<std::mutex> lock(object_mutex);
|
|
|
|
auto frame_end = Clock::now();
|
|
accumulated_frametime += frame_end - frame_begin;
|
|
system_frames += 1;
|
|
|
|
previous_frame_length = frame_end - previous_frame_end;
|
|
previous_frame_end = frame_end;
|
|
}
|
|
|
|
void PerfStats::EndGameFrame() {
|
|
std::lock_guard<std::mutex> lock(object_mutex);
|
|
|
|
game_frames += 1;
|
|
}
|
|
|
|
PerfStats::Results PerfStats::GetAndResetStats(u64 current_system_time_us) {
|
|
std::lock_guard<std::mutex> lock(object_mutex);
|
|
|
|
auto now = Clock::now();
|
|
// Walltime elapsed since stats were reset
|
|
auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
|
|
|
|
auto system_us_per_second =
|
|
static_cast<double>(current_system_time_us - reset_point_system_us) / interval;
|
|
|
|
Results results{};
|
|
results.system_fps = static_cast<double>(system_frames) / interval;
|
|
results.game_fps = static_cast<double>(game_frames) / interval;
|
|
results.frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() /
|
|
static_cast<double>(system_frames);
|
|
results.emulation_speed = system_us_per_second / 1'000'000.0;
|
|
|
|
// Reset counters
|
|
reset_point = now;
|
|
reset_point_system_us = current_system_time_us;
|
|
accumulated_frametime = Clock::duration::zero();
|
|
system_frames = 0;
|
|
game_frames = 0;
|
|
|
|
return results;
|
|
}
|
|
|
|
double PerfStats::GetLastFrameTimeScale() {
|
|
std::lock_guard<std::mutex> lock(object_mutex);
|
|
|
|
constexpr double FRAME_LENGTH = 1.0 / 60;
|
|
return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
|
|
}
|
|
|
|
void FrameLimiter::DoFrameLimiting(u64 current_system_time_us) {
|
|
// Max lag caused by slow frames. Can be adjusted to compensate for too many slow frames. Higher
|
|
// values increase the time needed to recover and limit framerate again after spikes.
|
|
constexpr microseconds MAX_LAG_TIME_US = 25ms;
|
|
|
|
if (!Settings::values.toggle_framelimit) {
|
|
return;
|
|
}
|
|
|
|
auto now = Clock::now();
|
|
|
|
frame_limiting_delta_err += microseconds(current_system_time_us - previous_system_time_us);
|
|
frame_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime);
|
|
frame_limiting_delta_err =
|
|
MathUtil::Clamp(frame_limiting_delta_err, -MAX_LAG_TIME_US, MAX_LAG_TIME_US);
|
|
|
|
if (frame_limiting_delta_err > microseconds::zero()) {
|
|
std::this_thread::sleep_for(frame_limiting_delta_err);
|
|
|
|
auto now_after_sleep = Clock::now();
|
|
frame_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now);
|
|
now = now_after_sleep;
|
|
}
|
|
|
|
previous_system_time_us = current_system_time_us;
|
|
previous_walltime = now;
|
|
}
|
|
|
|
} // namespace Core
|