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- // Copyright 2017 Citra Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #pragma once
- #include <array>
- #include <chrono>
- #include <cstddef>
- #include <mutex>
- #include "common/common_types.h"
- namespace Core {
- struct PerfStatsResults {
- /// System FPS (LCD VBlanks) in Hz
- double system_fps;
- /// Game FPS (GSP frame submissions) in Hz
- double game_fps;
- /// Walltime per system frame, in seconds, excluding any waits
- double frametime;
- /// Ratio of walltime / emulated time elapsed
- double emulation_speed;
- };
- /**
- * Class to manage and query performance/timing statistics. All public functions of this class are
- * thread-safe unless stated otherwise.
- */
- class PerfStats {
- public:
- explicit PerfStats(u64 title_id);
- ~PerfStats();
- using Clock = std::chrono::high_resolution_clock;
- void BeginSystemFrame();
- void EndSystemFrame();
- void EndGameFrame();
- PerfStatsResults GetAndResetStats(std::chrono::microseconds current_system_time_us);
- /**
- * Returns the arithmetic mean of all frametime values stored in the performance history.
- */
- double GetMeanFrametime() const;
- /**
- * Gets the ratio between walltime and the emulated time of the previous system frame. This is
- * useful for scaling inputs or outputs moving between the two time domains.
- */
- double GetLastFrameTimeScale() const;
- private:
- mutable std::mutex object_mutex;
- /// Title ID for the game that is running. 0 if there is no game running yet
- u64 title_id{0};
- /// Current index for writing to the perf_history array
- std::size_t current_index{0};
- /// Stores an hour of historical frametime data useful for processing and tracking performance
- /// regressions with code changes.
- std::array<double, 216000> perf_history{};
- /// Point when the cumulative counters were reset
- Clock::time_point reset_point = Clock::now();
- /// System time when the cumulative counters were reset
- std::chrono::microseconds reset_point_system_us{0};
- /// Cumulative duration (excluding v-sync/frame-limiting) of frames since last reset
- Clock::duration accumulated_frametime = Clock::duration::zero();
- /// Cumulative number of system frames (LCD VBlanks) presented since last reset
- u32 system_frames = 0;
- /// Cumulative number of game frames (GSP frame submissions) since last reset
- u32 game_frames = 0;
- /// Point when the previous system frame ended
- Clock::time_point previous_frame_end = reset_point;
- /// Point when the current system frame began
- Clock::time_point frame_begin = reset_point;
- /// Total visible duration (including frame-limiting, etc.) of the previous system frame
- Clock::duration previous_frame_length = Clock::duration::zero();
- };
- class FrameLimiter {
- public:
- using Clock = std::chrono::high_resolution_clock;
- void DoFrameLimiting(std::chrono::microseconds current_system_time_us);
- private:
- /// Emulated system time (in microseconds) at the last limiter invocation
- std::chrono::microseconds previous_system_time_us{0};
- /// Walltime at the last limiter invocation
- Clock::time_point previous_walltime = Clock::now();
- /// Accumulated difference between walltime and emulated time
- std::chrono::microseconds frame_limiting_delta_err{0};
- };
- } // namespace Core
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