PerformanceStatistics.cs 5.3 KB

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  1. using Ryujinx.Common;
  2. using System.Timers;
  3. namespace Ryujinx.HLE
  4. {
  5. public class PerformanceStatistics
  6. {
  7. private const double FrameRateWeight = 0.5;
  8. private const int FrameTypeGame = 0;
  9. private const int PercentTypeFifo = 0;
  10. private double[] _averageFrameRate;
  11. private double[] _accumulatedFrameTime;
  12. private double[] _previousFrameTime;
  13. private double[] _averagePercent;
  14. private double[] _accumulatedActiveTime;
  15. private double[] _percentLastEndTime;
  16. private double[] _percentStartTime;
  17. private long[] _framesRendered;
  18. private double[] _percentTime;
  19. private object[] _frameLock;
  20. private object[] _percentLock;
  21. private double _ticksToSeconds;
  22. private Timer _resetTimer;
  23. public PerformanceStatistics()
  24. {
  25. _averageFrameRate = new double[1];
  26. _accumulatedFrameTime = new double[1];
  27. _previousFrameTime = new double[1];
  28. _averagePercent = new double[1];
  29. _accumulatedActiveTime = new double[1];
  30. _percentLastEndTime = new double[1];
  31. _percentStartTime = new double[1];
  32. _framesRendered = new long[1];
  33. _percentTime = new double[1];
  34. _frameLock = new object[] { new object() };
  35. _percentLock = new object[] { new object() };
  36. _resetTimer = new Timer(1000);
  37. _resetTimer.Elapsed += ResetTimerElapsed;
  38. _resetTimer.AutoReset = true;
  39. _resetTimer.Start();
  40. _ticksToSeconds = 1.0 / PerformanceCounter.TicksPerSecond;
  41. }
  42. private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
  43. {
  44. CalculateAverageFrameRate(FrameTypeGame);
  45. CalculateAveragePercent(PercentTypeFifo);
  46. }
  47. private void CalculateAverageFrameRate(int frameType)
  48. {
  49. double frameRate = 0;
  50. lock (_frameLock[frameType])
  51. {
  52. if (_accumulatedFrameTime[frameType] > 0)
  53. {
  54. frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
  55. }
  56. _averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
  57. _framesRendered[frameType] = 0;
  58. _accumulatedFrameTime[frameType] = 0;
  59. }
  60. }
  61. private void CalculateAveragePercent(int percentType)
  62. {
  63. // If start time is non-zero, a percent reading is still being measured.
  64. // If there aren't any readings, the default should be 100% if still being measured, or 0% if not.
  65. double percent = (_percentStartTime[percentType] == 0) ? 0 : 100;
  66. lock (_percentLock[percentType])
  67. {
  68. if (_percentTime[percentType] > 0)
  69. {
  70. percent = (_accumulatedActiveTime[percentType] / _percentTime[percentType]) * 100;
  71. }
  72. _averagePercent[percentType] = percent;
  73. _percentTime[percentType] = 0;
  74. _accumulatedActiveTime[percentType] = 0;
  75. }
  76. }
  77. private static double LinearInterpolate(double lhs, double rhs)
  78. {
  79. return lhs * (1.0 - FrameRateWeight) + rhs * FrameRateWeight;
  80. }
  81. public void RecordGameFrameTime()
  82. {
  83. RecordFrameTime(FrameTypeGame);
  84. }
  85. public void RecordFifoStart()
  86. {
  87. StartPercentTime(PercentTypeFifo);
  88. }
  89. public void RecordFifoEnd()
  90. {
  91. EndPercentTime(PercentTypeFifo);
  92. }
  93. private void StartPercentTime(int percentType)
  94. {
  95. double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
  96. _percentStartTime[percentType] = currentTime;
  97. }
  98. private void EndPercentTime(int percentType)
  99. {
  100. double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
  101. double elapsedTime = currentTime - _percentLastEndTime[percentType];
  102. double elapsedActiveTime = currentTime - _percentStartTime[percentType];
  103. lock (_percentLock[percentType])
  104. {
  105. _accumulatedActiveTime[percentType] += elapsedActiveTime;
  106. _percentTime[percentType] += elapsedTime;
  107. }
  108. _percentLastEndTime[percentType] = currentTime;
  109. _percentStartTime[percentType] = 0;
  110. }
  111. private void RecordFrameTime(int frameType)
  112. {
  113. double currentFrameTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
  114. double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
  115. _previousFrameTime[frameType] = currentFrameTime;
  116. lock (_frameLock[frameType])
  117. {
  118. _accumulatedFrameTime[frameType] += elapsedFrameTime;
  119. _framesRendered[frameType]++;
  120. }
  121. }
  122. public double GetGameFrameRate()
  123. {
  124. return _averageFrameRate[FrameTypeGame];
  125. }
  126. public double GetFifoPercent()
  127. {
  128. return _averagePercent[PercentTypeFifo];
  129. }
  130. }
  131. }