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- using Ryujinx.Profiler;
- using System.Diagnostics;
- using System.Timers;
- namespace Ryujinx.HLE
- {
- public class PerformanceStatistics
- {
- private const double FrameRateWeight = 0.5;
- private const int FrameTypeSystem = 0;
- private const int FrameTypeGame = 1;
- private double[] _averageFrameRate;
- private double[] _accumulatedFrameTime;
- private double[] _previousFrameTime;
- private long[] _framesRendered;
- private object[] _frameLock;
- private double _ticksToSeconds;
- private Stopwatch _executionTime;
- private Timer _resetTimer;
- public PerformanceStatistics()
- {
- _averageFrameRate = new double[2];
- _accumulatedFrameTime = new double[2];
- _previousFrameTime = new double[2];
- _framesRendered = new long[2];
- _frameLock = new object[] { new object(), new object() };
- _executionTime = new Stopwatch();
- _executionTime.Start();
- _resetTimer = new Timer(1000);
- _resetTimer.Elapsed += ResetTimerElapsed;
- _resetTimer.AutoReset = true;
- _resetTimer.Start();
- _ticksToSeconds = 1.0 / Stopwatch.Frequency;
- }
- private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
- {
- CalculateAverageFrameRate(FrameTypeSystem);
- CalculateAverageFrameRate(FrameTypeGame);
- }
- private void CalculateAverageFrameRate(int frameType)
- {
- double frameRate = 0;
- if (_accumulatedFrameTime[frameType] > 0)
- {
- frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
- }
- lock (_frameLock[frameType])
- {
- _averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
- _framesRendered[frameType] = 0;
- _accumulatedFrameTime[frameType] = 0;
- }
- }
- private double LinearInterpolate(double old, double New)
- {
- return old * (1.0 - FrameRateWeight) + New * FrameRateWeight;
- }
- public void RecordSystemFrameTime()
- {
- RecordFrameTime(FrameTypeSystem);
- Profile.FlagTime(TimingFlagType.SystemFrame);
- }
- public void RecordGameFrameTime()
- {
- RecordFrameTime(FrameTypeGame);
- Profile.FlagTime(TimingFlagType.FrameSwap);
- }
- private void RecordFrameTime(int frameType)
- {
- double currentFrameTime = _executionTime.ElapsedTicks * _ticksToSeconds;
- double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
- _previousFrameTime[frameType] = currentFrameTime;
- lock (_frameLock[frameType])
- {
- _accumulatedFrameTime[frameType] += elapsedFrameTime;
- _framesRendered[frameType]++;
- }
- }
- public double GetSystemFrameRate()
- {
- return _averageFrameRate[FrameTypeSystem];
- }
- public double GetGameFrameRate()
- {
- return _averageFrameRate[FrameTypeGame];
- }
- }
- }
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