PerformanceStatistics.cs 3.1 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Diagnostics;
  4. using System.Text;
  5. using System.Timers;
  6. namespace Ryujinx.Core
  7. {
  8. public class PerformanceStatistics
  9. {
  10. Stopwatch ExecutionTime = new Stopwatch();
  11. Timer ResetTimer = new Timer(1000);
  12. long CurrentGameFrameEnded;
  13. long CurrentSystemFrameEnded;
  14. long CurrentSystemFrameStart;
  15. long LastGameFrameEnded;
  16. long LastSystemFrameEnded;
  17. double AccumulatedGameFrameTime;
  18. double AccumulatedSystemFrameTime;
  19. double CurrentGameFrameTime;
  20. double CurrentSystemFrameTime;
  21. double PreviousGameFrameTime;
  22. double PreviousSystemFrameTime;
  23. public double GameFrameRate { get; private set; }
  24. public double SystemFrameRate { get; private set; }
  25. public long SystemFramesRendered;
  26. public long GameFramesRendered;
  27. public long ElapsedMilliseconds => ExecutionTime.ElapsedMilliseconds;
  28. public long ElapsedMicroseconds => (long)
  29. (((double)ExecutionTime.ElapsedTicks / Stopwatch.Frequency) * 1000000);
  30. public long ElapsedNanoseconds => (long)
  31. (((double)ExecutionTime.ElapsedTicks / Stopwatch.Frequency) * 1000000000);
  32. public PerformanceStatistics()
  33. {
  34. ExecutionTime.Start();
  35. ResetTimer.Elapsed += ResetTimerElapsed;
  36. ResetTimer.AutoReset = true;
  37. ResetTimer.Start();
  38. }
  39. private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
  40. {
  41. ResetStatistics();
  42. }
  43. public void StartSystemFrame()
  44. {
  45. PreviousSystemFrameTime = CurrentSystemFrameTime;
  46. LastSystemFrameEnded = CurrentSystemFrameEnded;
  47. CurrentSystemFrameStart = ElapsedMicroseconds;
  48. }
  49. public void EndSystemFrame()
  50. {
  51. CurrentSystemFrameEnded = ElapsedMicroseconds;
  52. CurrentSystemFrameTime = CurrentSystemFrameEnded - CurrentSystemFrameStart;
  53. AccumulatedSystemFrameTime += CurrentSystemFrameTime;
  54. SystemFramesRendered++;
  55. }
  56. public void RecordGameFrameTime()
  57. {
  58. CurrentGameFrameEnded = ElapsedMicroseconds;
  59. CurrentGameFrameTime = CurrentGameFrameEnded - LastGameFrameEnded;
  60. PreviousGameFrameTime = CurrentGameFrameTime;
  61. LastGameFrameEnded = CurrentGameFrameEnded;
  62. AccumulatedGameFrameTime += CurrentGameFrameTime;
  63. GameFramesRendered++;
  64. }
  65. public void ResetStatistics()
  66. {
  67. GameFrameRate = 1000 / ((AccumulatedGameFrameTime / GameFramesRendered) / 1000);
  68. GameFrameRate = double.IsNaN(GameFrameRate) ? 0 : GameFrameRate;
  69. SystemFrameRate = 1000 / ((AccumulatedSystemFrameTime / SystemFramesRendered) / 1000);
  70. SystemFrameRate = double.IsNaN(SystemFrameRate) ? 0 : SystemFrameRate;
  71. GameFramesRendered = 0;
  72. SystemFramesRendered = 0;
  73. AccumulatedGameFrameTime = 0;
  74. AccumulatedSystemFrameTime = 0;
  75. }
  76. }
  77. }