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e60e20666e
Effectively allows starting emulation as paused.
120 lines
3.9 KiB
C++
120 lines
3.9 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <atomic>
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#include <chrono>
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#include <cstddef>
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#include <mutex>
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#include "common/common_types.h"
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#include "common/thread.h"
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namespace Core {
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/**
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* Class to manage and query performance/timing statistics. All public functions of this class are
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* thread-safe unless stated otherwise.
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*/
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class PerfStats {
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public:
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explicit PerfStats(u64 title_id);
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~PerfStats();
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using Clock = std::chrono::high_resolution_clock;
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struct Results {
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/// System FPS (LCD VBlanks) in Hz
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double system_fps;
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/// Game FPS (GSP frame submissions) in Hz
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double game_fps;
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/// Walltime per system frame, in seconds, excluding any waits
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double frametime;
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/// Ratio of walltime / emulated time elapsed
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double emulation_speed;
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};
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void BeginSystemFrame();
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void EndSystemFrame();
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void EndGameFrame();
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Results GetAndResetStats(std::chrono::microseconds current_system_time_us);
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/**
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* Returns the arithmetic mean of all frametime values stored in the performance history.
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*/
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double GetMeanFrametime() const;
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/**
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* Gets the ratio between walltime and the emulated time of the previous system frame. This is
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* useful for scaling inputs or outputs moving between the two time domains.
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*/
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double GetLastFrameTimeScale() const;
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private:
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mutable std::mutex object_mutex;
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/// Title ID for the game that is running. 0 if there is no game running yet
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u64 title_id{0};
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/// Current index for writing to the perf_history array
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std::size_t current_index{0};
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/// Stores an hour of historical frametime data useful for processing and tracking performance
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/// regressions with code changes.
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std::array<double, 216000> perf_history{};
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/// Point when the cumulative counters were reset
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Clock::time_point reset_point = Clock::now();
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/// System time when the cumulative counters were reset
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std::chrono::microseconds reset_point_system_us{0};
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/// Cumulative duration (excluding v-sync/frame-limiting) of frames since last reset
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Clock::duration accumulated_frametime = Clock::duration::zero();
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/// Cumulative number of system frames (LCD VBlanks) presented since last reset
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u32 system_frames = 0;
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/// Cumulative number of game frames (GSP frame submissions) since last reset
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u32 game_frames = 0;
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/// Point when the previous system frame ended
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Clock::time_point previous_frame_end = reset_point;
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/// Point when the current system frame began
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Clock::time_point frame_begin = reset_point;
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/// Total visible duration (including frame-limiting, etc.) of the previous system frame
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Clock::duration previous_frame_length = Clock::duration::zero();
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};
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class FrameLimiter {
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public:
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using Clock = std::chrono::high_resolution_clock;
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void DoFrameLimiting(std::chrono::microseconds current_system_time_us);
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bool IsFrameAdvancing() const;
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/**
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* Sets whether frame advancing is enabled or not.
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* Note: The frontend must cancel frame advancing before shutting down in order
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* to resume the emu_thread.
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*/
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void SetFrameAdvancing(bool value);
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void AdvanceFrame();
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void WaitOnce();
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private:
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/// Emulated system time (in microseconds) at the last limiter invocation
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std::chrono::microseconds previous_system_time_us{0};
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/// Walltime at the last limiter invocation
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Clock::time_point previous_walltime = Clock::now();
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/// Accumulated difference between walltime and emulated time
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std::chrono::microseconds frame_limiting_delta_err{0};
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/// Whether to use frame advancing (i.e. frame by frame)
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std::atomic_bool frame_advancing_enabled;
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/// Event to advance the frame when frame advancing is enabled
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Common::Event frame_advance_event;
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};
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} // namespace Core
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