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ryujinx-final/Ryujinx.HLE/PerformanceStatistics.cs
Ac_K 5d08e9b495
hos: Cleanup the project (#2634)
* hos: Cleanup the project

Since a lot of changes has been done on the HOS project, there are some leftover here and there, or class just used in one service, things at wrong places, and more.
This PR fixes that, additionnally to that, I've realigned some vars because I though it make the code more readable.

* Address gdkchan feedback

* addresses Thog feedback

* Revert ElfSymbol
2021-09-15 01:24:49 +02:00

168 lines
No EOL
5.3 KiB
C#

using Ryujinx.Common;
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[] _accumulatedActiveTime;
private double[] _percentLastEndTime;
private double[] _percentStartTime;
private long[] _framesRendered;
private double[] _percentTime;
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];
_accumulatedActiveTime = new double[1];
_percentLastEndTime = new double[1];
_percentStartTime = new double[1];
_framesRendered = new long[1];
_percentTime = new double[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 (_percentTime[percentType] > 0)
{
percent = (_accumulatedActiveTime[percentType] / _percentTime[percentType]) * 100;
}
_averagePercent[percentType] = percent;
_percentTime[percentType] = 0;
_accumulatedActiveTime[percentType] = 0;
}
}
private static 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];
lock (_percentLock[percentType])
{
_accumulatedActiveTime[percentType] += elapsedActiveTime;
_percentTime[percentType] += elapsedTime;
}
_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];
}
}
}