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core_timing: Make GetGlobalTimeUs() return std::chrono::microseconds

Enforces the time unit being returned and also allows using the standard
time utilities to manipulate it.
This commit is contained in:
Lioncash 2018-08-05 22:07:28 -04:00
parent c8e5c74092
commit a0c3a46aa9
4 changed files with 14 additions and 14 deletions

View file

@ -226,8 +226,8 @@ void Idle() {
downcount = 0;
}
u64 GetGlobalTimeUs() {
return GetTicks() * 1000000 / BASE_CLOCK_RATE;
std::chrono::microseconds GetGlobalTimeUs() {
return std::chrono::microseconds{GetTicks() * 1000000 / BASE_CLOCK_RATE};
}
int GetDowncount() {

View file

@ -17,6 +17,7 @@
* ScheduleEvent(periodInCycles - cyclesLate, callback, "whatever")
*/
#include <chrono>
#include <functional>
#include <string>
#include "common/common_types.h"
@ -86,7 +87,7 @@ void ClearPendingEvents();
void ForceExceptionCheck(s64 cycles);
u64 GetGlobalTimeUs();
std::chrono::microseconds GetGlobalTimeUs();
int GetDowncount();

View file

@ -40,22 +40,21 @@ void PerfStats::EndGameFrame() {
game_frames += 1;
}
PerfStats::Results PerfStats::GetAndResetStats(u64 current_system_time_us) {
PerfStats::Results PerfStats::GetAndResetStats(microseconds current_system_time_us) {
std::lock_guard<std::mutex> lock(object_mutex);
auto now = Clock::now();
const auto now = Clock::now();
// Walltime elapsed since stats were reset
auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
const 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;
const auto system_us_per_second = (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;
results.emulation_speed = system_us_per_second.count() / 1'000'000.0;
// Reset counters
reset_point = now;
@ -74,7 +73,7 @@ double PerfStats::GetLastFrameTimeScale() {
return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
}
void FrameLimiter::DoFrameLimiting(u64 current_system_time_us) {
void FrameLimiter::DoFrameLimiting(microseconds 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;

View file

@ -33,7 +33,7 @@ public:
void EndSystemFrame();
void EndGameFrame();
Results GetAndResetStats(u64 current_system_time_us);
Results GetAndResetStats(std::chrono::microseconds current_system_time_us);
/**
* Gets the ratio between walltime and the emulated time of the previous system frame. This is
@ -47,7 +47,7 @@ private:
/// Point when the cumulative counters were reset
Clock::time_point reset_point = Clock::now();
/// System time when the cumulative counters were reset
u64 reset_point_system_us = 0;
std::chrono::microseconds reset_point_system_us{0};
/// Cumulative duration (excluding v-sync/frame-limiting) of frames since last reset
Clock::duration accumulated_frametime = Clock::duration::zero();
@ -68,11 +68,11 @@ class FrameLimiter {
public:
using Clock = std::chrono::high_resolution_clock;
void DoFrameLimiting(u64 current_system_time_us);
void DoFrameLimiting(std::chrono::microseconds current_system_time_us);
private:
/// Emulated system time (in microseconds) at the last limiter invocation
u64 previous_system_time_us = 0;
std::chrono::microseconds previous_system_time_us{0};
/// Walltime at the last limiter invocation
Clock::time_point previous_walltime = Clock::now();