PerformanceStatistics.cs 5.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180
  1. using Ryujinx.Common;
  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 FrameTypeGame = 0;
  10. private const int PercentTypeFifo = 0;
  11. private double[] _averageFrameRate;
  12. private double[] _accumulatedFrameTime;
  13. private double[] _previousFrameTime;
  14. private double[] _averagePercent;
  15. private double[] _accumulatedPercent;
  16. private double[] _percentLastEndTime;
  17. private double[] _percentStartTime;
  18. private long[] _framesRendered;
  19. private long[] _percentCount;
  20. private object[] _frameLock;
  21. private object[] _percentLock;
  22. private double _ticksToSeconds;
  23. private Timer _resetTimer;
  24. public PerformanceStatistics()
  25. {
  26. _averageFrameRate = new double[1];
  27. _accumulatedFrameTime = new double[1];
  28. _previousFrameTime = new double[1];
  29. _averagePercent = new double[1];
  30. _accumulatedPercent = new double[1];
  31. _percentLastEndTime = new double[1];
  32. _percentStartTime = new double[1];
  33. _framesRendered = new long[1];
  34. _percentCount = new long[1];
  35. _frameLock = new object[] { new object() };
  36. _percentLock = new object[] { new object() };
  37. _resetTimer = new Timer(1000);
  38. _resetTimer.Elapsed += ResetTimerElapsed;
  39. _resetTimer.AutoReset = true;
  40. _resetTimer.Start();
  41. _ticksToSeconds = 1.0 / PerformanceCounter.TicksPerSecond;
  42. }
  43. private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
  44. {
  45. CalculateAverageFrameRate(FrameTypeGame);
  46. CalculateAveragePercent(PercentTypeFifo);
  47. }
  48. private void CalculateAverageFrameRate(int frameType)
  49. {
  50. double frameRate = 0;
  51. lock (_frameLock[frameType])
  52. {
  53. if (_accumulatedFrameTime[frameType] > 0)
  54. {
  55. frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
  56. }
  57. _averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
  58. _framesRendered[frameType] = 0;
  59. _accumulatedFrameTime[frameType] = 0;
  60. }
  61. }
  62. private void CalculateAveragePercent(int percentType)
  63. {
  64. // If start time is non-zero, a percent reading is still being measured.
  65. // If there aren't any readings, the default should be 100% if still being measured, or 0% if not.
  66. double percent = (_percentStartTime[percentType] == 0) ? 0 : 100;
  67. lock (_percentLock[percentType])
  68. {
  69. if (_percentCount[percentType] > 0)
  70. {
  71. percent = _accumulatedPercent[percentType] / _percentCount[percentType];
  72. }
  73. _averagePercent[percentType] = percent;
  74. _percentCount[percentType] = 0;
  75. _accumulatedPercent[percentType] = 0;
  76. }
  77. }
  78. private double LinearInterpolate(double lhs, double rhs)
  79. {
  80. return lhs * (1.0 - FrameRateWeight) + rhs * FrameRateWeight;
  81. }
  82. public void RecordGameFrameTime()
  83. {
  84. RecordFrameTime(FrameTypeGame);
  85. }
  86. public void RecordFifoStart()
  87. {
  88. StartPercentTime(PercentTypeFifo);
  89. }
  90. public void RecordFifoEnd()
  91. {
  92. EndPercentTime(PercentTypeFifo);
  93. }
  94. private void StartPercentTime(int percentType)
  95. {
  96. double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
  97. _percentStartTime[percentType] = currentTime;
  98. }
  99. private void EndPercentTime(int percentType)
  100. {
  101. double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
  102. double elapsedTime = currentTime - _percentLastEndTime[percentType];
  103. double elapsedActiveTime = currentTime - _percentStartTime[percentType];
  104. double percentActive = (elapsedActiveTime / elapsedTime) * 100;
  105. lock (_percentLock[percentType])
  106. {
  107. _accumulatedPercent[percentType] += percentActive;
  108. _percentCount[percentType]++;
  109. }
  110. _percentLastEndTime[percentType] = currentTime;
  111. _percentStartTime[percentType] = 0;
  112. }
  113. private void RecordFrameTime(int frameType)
  114. {
  115. double currentFrameTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
  116. double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
  117. _previousFrameTime[frameType] = currentFrameTime;
  118. lock (_frameLock[frameType])
  119. {
  120. _accumulatedFrameTime[frameType] += elapsedFrameTime;
  121. _framesRendered[frameType]++;
  122. }
  123. }
  124. public double GetGameFrameRate()
  125. {
  126. return _averageFrameRate[FrameTypeGame];
  127. }
  128. public double GetFifoPercent()
  129. {
  130. return _averagePercent[PercentTypeFifo];
  131. }
  132. }
  133. }