PerformanceStatistics.cs 5.1 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 int FrameTypeGame = 0;
  8. private const int PercentTypeFifo = 0;
  9. private double[] _frameRate;
  10. private double[] _accumulatedFrameTime;
  11. private double[] _previousFrameTime;
  12. private double[] _averagePercent;
  13. private double[] _accumulatedActiveTime;
  14. private double[] _percentLastEndTime;
  15. private double[] _percentStartTime;
  16. private long[] _framesRendered;
  17. private double[] _percentTime;
  18. private object[] _frameLock;
  19. private object[] _percentLock;
  20. private double _ticksToSeconds;
  21. private Timer _resetTimer;
  22. public PerformanceStatistics()
  23. {
  24. _frameRate = new double[1];
  25. _accumulatedFrameTime = new double[1];
  26. _previousFrameTime = new double[1];
  27. _averagePercent = new double[1];
  28. _accumulatedActiveTime = new double[1];
  29. _percentLastEndTime = new double[1];
  30. _percentStartTime = new double[1];
  31. _framesRendered = new long[1];
  32. _percentTime = new double[1];
  33. _frameLock = new object[] { new object() };
  34. _percentLock = new object[] { new object() };
  35. _resetTimer = new Timer(750);
  36. _resetTimer.Elapsed += ResetTimerElapsed;
  37. _resetTimer.AutoReset = true;
  38. _resetTimer.Start();
  39. _ticksToSeconds = 1.0 / PerformanceCounter.TicksPerSecond;
  40. }
  41. private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
  42. {
  43. CalculateFrameRate(FrameTypeGame);
  44. CalculateAveragePercent(PercentTypeFifo);
  45. }
  46. private void CalculateFrameRate(int frameType)
  47. {
  48. double frameRate = 0;
  49. lock (_frameLock[frameType])
  50. {
  51. if (_accumulatedFrameTime[frameType] > 0)
  52. {
  53. frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
  54. }
  55. _frameRate[frameType] = frameRate;
  56. _framesRendered[frameType] = 0;
  57. _accumulatedFrameTime[frameType] = 0;
  58. }
  59. }
  60. private void CalculateAveragePercent(int percentType)
  61. {
  62. // If start time is non-zero, a percent reading is still being measured.
  63. // If there aren't any readings, the default should be 100% if still being measured, or 0% if not.
  64. double percent = (_percentStartTime[percentType] == 0) ? 0 : 100;
  65. lock (_percentLock[percentType])
  66. {
  67. if (_percentTime[percentType] > 0)
  68. {
  69. percent = (_accumulatedActiveTime[percentType] / _percentTime[percentType]) * 100;
  70. }
  71. _averagePercent[percentType] = percent;
  72. _percentTime[percentType] = 0;
  73. _accumulatedActiveTime[percentType] = 0;
  74. }
  75. }
  76. public void RecordGameFrameTime()
  77. {
  78. RecordFrameTime(FrameTypeGame);
  79. }
  80. public void RecordFifoStart()
  81. {
  82. StartPercentTime(PercentTypeFifo);
  83. }
  84. public void RecordFifoEnd()
  85. {
  86. EndPercentTime(PercentTypeFifo);
  87. }
  88. private void StartPercentTime(int percentType)
  89. {
  90. double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
  91. _percentStartTime[percentType] = currentTime;
  92. }
  93. private void EndPercentTime(int percentType)
  94. {
  95. double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
  96. double elapsedTime = currentTime - _percentLastEndTime[percentType];
  97. double elapsedActiveTime = currentTime - _percentStartTime[percentType];
  98. lock (_percentLock[percentType])
  99. {
  100. _accumulatedActiveTime[percentType] += elapsedActiveTime;
  101. _percentTime[percentType] += elapsedTime;
  102. }
  103. _percentLastEndTime[percentType] = currentTime;
  104. _percentStartTime[percentType] = 0;
  105. }
  106. private void RecordFrameTime(int frameType)
  107. {
  108. double currentFrameTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
  109. double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
  110. _previousFrameTime[frameType] = currentFrameTime;
  111. lock (_frameLock[frameType])
  112. {
  113. _accumulatedFrameTime[frameType] += elapsedFrameTime;
  114. _framesRendered[frameType]++;
  115. }
  116. }
  117. public double GetGameFrameRate()
  118. {
  119. return _frameRate[FrameTypeGame];
  120. }
  121. public double GetFifoPercent()
  122. {
  123. return _averagePercent[PercentTypeFifo];
  124. }
  125. public double GetGameFrameTime()
  126. {
  127. return 1000 / _frameRate[FrameTypeGame];
  128. }
  129. }
  130. }