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Adjustments to framerate metric and addition of frametime (#2638)
* Adjust framerate data and add frametime * Update PerformanceStatistics.cs * Revert deletions of average framerate * Update Ryujinx.csproj * Remove separate GTK column * Increase FPS precision * general cleanup * even generaler cleanup * fix dumb * Remove legacy code * Update PerformanceStatistics.cs * Update PerformanceStatistics.cs
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fb2e61a435
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3 changed files with 16 additions and 17 deletions
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@ -5,11 +5,10 @@ namespace Ryujinx.HLE
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{
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public class PerformanceStatistics
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{
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private const double FrameRateWeight = 0.5;
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private const int FrameTypeGame = 0;
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private const int PercentTypeFifo = 0;
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private const int FrameTypeGame = 0;
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private const int PercentTypeFifo = 0;
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private double[] _averageFrameRate;
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private double[] _frameRate;
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private double[] _accumulatedFrameTime;
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private double[] _previousFrameTime;
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@ -30,7 +29,7 @@ namespace Ryujinx.HLE
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public PerformanceStatistics()
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{
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_averageFrameRate = new double[1];
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_frameRate = new double[1];
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_accumulatedFrameTime = new double[1];
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_previousFrameTime = new double[1];
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@ -45,7 +44,7 @@ namespace Ryujinx.HLE
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_frameLock = new object[] { new object() };
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_percentLock = new object[] { new object() };
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_resetTimer = new Timer(1000);
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_resetTimer = new Timer(750);
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_resetTimer.Elapsed += ResetTimerElapsed;
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_resetTimer.AutoReset = true;
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@ -57,11 +56,11 @@ namespace Ryujinx.HLE
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private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
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{
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CalculateAverageFrameRate(FrameTypeGame);
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CalculateFrameRate(FrameTypeGame);
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CalculateAveragePercent(PercentTypeFifo);
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}
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private void CalculateAverageFrameRate(int frameType)
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private void CalculateFrameRate(int frameType)
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{
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double frameRate = 0;
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@ -72,7 +71,7 @@ namespace Ryujinx.HLE
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frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
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}
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_averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
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_frameRate[frameType] = frameRate;
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_framesRendered[frameType] = 0;
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_accumulatedFrameTime[frameType] = 0;
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}
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@ -97,11 +96,6 @@ namespace Ryujinx.HLE
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}
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}
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private static double LinearInterpolate(double lhs, double rhs)
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{
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return lhs * (1.0 - FrameRateWeight) + rhs * FrameRateWeight;
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}
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public void RecordGameFrameTime()
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{
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RecordFrameTime(FrameTypeGame);
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@ -157,12 +151,17 @@ namespace Ryujinx.HLE
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public double GetGameFrameRate()
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{
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return _averageFrameRate[FrameTypeGame];
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return _frameRate[FrameTypeGame];
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}
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public double GetFifoPercent()
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{
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return _averagePercent[PercentTypeFifo];
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}
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public double GetGameFrameTime()
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{
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return 1000 / _frameRate[FrameTypeGame];
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}
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}
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}
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@ -198,7 +198,7 @@ namespace Ryujinx.Headless.SDL2
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Device.EnableDeviceVsync,
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dockedMode,
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Device.Configuration.AspectRatio.ToText(),
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$"Game: {Device.Statistics.GetGameFrameRate():00.00} FPS",
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$"Game: {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
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$"FIFO: {Device.Statistics.GetFifoPercent():0.00} %",
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$"GPU: {_gpuVendorName}"));
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@ -427,7 +427,7 @@ namespace Ryujinx.Ui
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Device.EnableDeviceVsync,
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dockedMode,
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ConfigurationState.Instance.Graphics.AspectRatio.Value.ToText(),
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$"Game: {Device.Statistics.GetGameFrameRate():00.00} FPS",
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$"Game: {Device.Statistics.GetGameFrameRate():00.00} FPS ({Device.Statistics.GetGameFrameTime():00.00} ms)",
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$"FIFO: {Device.Statistics.GetFifoPercent():0.00} %",
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$"GPU: {_gpuVendorName}"));
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