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Ryujinx/Ryujinx.HLE/PerformanceStatistics.cs

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C#
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using Ryujinx.Common;
using System.Diagnostics;
using System.Timers;
namespace Ryujinx.HLE
{
public class PerformanceStatistics
{
private const double FrameRateWeight = 0.5;
private const int FrameTypeGame = 0;
private const int PercentTypeFifo = 0;
private double[] _averageFrameRate;
private double[] _accumulatedFrameTime;
private double[] _previousFrameTime;
private double[] _averagePercent;
private double[] _accumulatedPercent;
private double[] _percentLastEndTime;
private double[] _percentStartTime;
private long[] _framesRendered;
private long[] _percentCount;
private object[] _frameLock;
private object[] _percentLock;
private double _ticksToSeconds;
private Timer _resetTimer;
public PerformanceStatistics()
{
_averageFrameRate = new double[1];
_accumulatedFrameTime = new double[1];
_previousFrameTime = new double[1];
_averagePercent = new double[1];
_accumulatedPercent = new double[1];
_percentLastEndTime = new double[1];
_percentStartTime = new double[1];
_framesRendered = new long[1];
_percentCount = new long[1];
_frameLock = new object[] { new object() };
_percentLock = new object[] { new object() };
_resetTimer = new Timer(1000);
_resetTimer.Elapsed += ResetTimerElapsed;
_resetTimer.AutoReset = true;
_resetTimer.Start();
_ticksToSeconds = 1.0 / PerformanceCounter.TicksPerSecond;
}
private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
{
CalculateAverageFrameRate(FrameTypeGame);
CalculateAveragePercent(PercentTypeFifo);
}
private void CalculateAverageFrameRate(int frameType)
{
double frameRate = 0;
lock (_frameLock[frameType])
{
if (_accumulatedFrameTime[frameType] > 0)
{
frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
}
_averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
_framesRendered[frameType] = 0;
_accumulatedFrameTime[frameType] = 0;
}
}
private void CalculateAveragePercent(int percentType)
{
// If start time is non-zero, a percent reading is still being measured.
// If there aren't any readings, the default should be 100% if still being measured, or 0% if not.
double percent = (_percentStartTime[percentType] == 0) ? 0 : 100;
lock (_percentLock[percentType])
{
if (_percentCount[percentType] > 0)
{
percent = _accumulatedPercent[percentType] / _percentCount[percentType];
}
_averagePercent[percentType] = percent;
_percentCount[percentType] = 0;
_accumulatedPercent[percentType] = 0;
}
}
private double LinearInterpolate(double lhs, double rhs)
{
return lhs * (1.0 - FrameRateWeight) + rhs * FrameRateWeight;
}
public void RecordGameFrameTime()
{
RecordFrameTime(FrameTypeGame);
}
public void RecordFifoStart()
{
StartPercentTime(PercentTypeFifo);
}
public void RecordFifoEnd()
{
EndPercentTime(PercentTypeFifo);
}
private void StartPercentTime(int percentType)
{
double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
_percentStartTime[percentType] = currentTime;
}
private void EndPercentTime(int percentType)
{
double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
double elapsedTime = currentTime - _percentLastEndTime[percentType];
double elapsedActiveTime = currentTime - _percentStartTime[percentType];
double percentActive = (elapsedActiveTime / elapsedTime) * 100;
lock (_percentLock[percentType])
{
_accumulatedPercent[percentType] += percentActive;
_percentCount[percentType]++;
}
_percentLastEndTime[percentType] = currentTime;
_percentStartTime[percentType] = 0;
}
private void RecordFrameTime(int frameType)
{
double currentFrameTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
_previousFrameTime[frameType] = currentFrameTime;
lock (_frameLock[frameType])
{
_accumulatedFrameTime[frameType] += elapsedFrameTime;
_framesRendered[frameType]++;
}
}
public double GetGameFrameRate()
{
return _averageFrameRate[FrameTypeGame];
}
public double GetFifoPercent()
{
return _averagePercent[PercentTypeFifo];
}
}
}