PerformanceStatistics.cs 3.0 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. }