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https://github.com/yuzu-emu/yuzu.git
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4a587b81b2
The follow-up to e2457418da
, which
replaces most of the includes in the core header with forward declarations.
This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.
This should make turnaround for changes much faster for developers.
83 lines
2.7 KiB
C++
83 lines
2.7 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 <chrono>
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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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/// Game FPS (GSP frame submissions) in Hz
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double 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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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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* 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();
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private:
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std::mutex object_mutex;
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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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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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};
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class FrameLimiter {
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public:
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using Clock = std::chrono::high_resolution_clock;
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void DoFrameLimiting(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 frame_limiting_delta_err{0};
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};
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} // namespace Core
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