PerformanceStatistics.cs 3.2 KB

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  1. using Ryujinx.Profiler;
  2. using System.Diagnostics;
  3. using System.Timers;
  4. namespace Ryujinx.HLE
  5. {
  6. public class PerformanceStatistics
  7. {
  8. private const double FrameRateWeight = 0.5;
  9. private const int FrameTypeSystem = 0;
  10. private const int FrameTypeGame = 1;
  11. private double[] _averageFrameRate;
  12. private double[] _accumulatedFrameTime;
  13. private double[] _previousFrameTime;
  14. private long[] _framesRendered;
  15. private object[] _frameLock;
  16. private double _ticksToSeconds;
  17. private Stopwatch _executionTime;
  18. private Timer _resetTimer;
  19. public PerformanceStatistics()
  20. {
  21. _averageFrameRate = new double[2];
  22. _accumulatedFrameTime = new double[2];
  23. _previousFrameTime = new double[2];
  24. _framesRendered = new long[2];
  25. _frameLock = new object[] { new object(), new object() };
  26. _executionTime = new Stopwatch();
  27. _executionTime.Start();
  28. _resetTimer = new Timer(1000);
  29. _resetTimer.Elapsed += ResetTimerElapsed;
  30. _resetTimer.AutoReset = true;
  31. _resetTimer.Start();
  32. _ticksToSeconds = 1.0 / Stopwatch.Frequency;
  33. }
  34. private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
  35. {
  36. CalculateAverageFrameRate(FrameTypeSystem);
  37. CalculateAverageFrameRate(FrameTypeGame);
  38. }
  39. private void CalculateAverageFrameRate(int frameType)
  40. {
  41. double frameRate = 0;
  42. if (_accumulatedFrameTime[frameType] > 0)
  43. {
  44. frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
  45. }
  46. lock (_frameLock[frameType])
  47. {
  48. _averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
  49. _framesRendered[frameType] = 0;
  50. _accumulatedFrameTime[frameType] = 0;
  51. }
  52. }
  53. private double LinearInterpolate(double old, double New)
  54. {
  55. return old * (1.0 - FrameRateWeight) + New * FrameRateWeight;
  56. }
  57. public void RecordSystemFrameTime()
  58. {
  59. RecordFrameTime(FrameTypeSystem);
  60. Profile.FlagTime(TimingFlagType.SystemFrame);
  61. }
  62. public void RecordGameFrameTime()
  63. {
  64. RecordFrameTime(FrameTypeGame);
  65. Profile.FlagTime(TimingFlagType.FrameSwap);
  66. }
  67. private void RecordFrameTime(int frameType)
  68. {
  69. double currentFrameTime = _executionTime.ElapsedTicks * _ticksToSeconds;
  70. double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
  71. _previousFrameTime[frameType] = currentFrameTime;
  72. lock (_frameLock[frameType])
  73. {
  74. _accumulatedFrameTime[frameType] += elapsedFrameTime;
  75. _framesRendered[frameType]++;
  76. }
  77. }
  78. public double GetSystemFrameRate()
  79. {
  80. return _averageFrameRate[FrameTypeSystem];
  81. }
  82. public double GetGameFrameRate()
  83. {
  84. return _averageFrameRate[FrameTypeGame];
  85. }
  86. }
  87. }