PerformanceStatistics.cs 3.1 KB

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