mirror of https://github.com/yuzu-mirror/yuzu
Add performance statistics to status bar
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// 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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#include <chrono>
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#include "core/hw/gpu.h"
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#include "core/perf_stats.h"
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namespace Core {
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void PerfStats::BeginSystemFrame() {
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frame_begin = Clock::now();
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}
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void PerfStats::EndSystemFrame() {
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auto frame_end = Clock::now();
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accumulated_frametime += frame_end - frame_begin;
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system_frames += 1;
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}
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void PerfStats::EndGameFrame() {
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game_frames += 1;
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}
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PerfStats::Results PerfStats::GetAndResetStats(u64 current_system_time_us) {
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using DoubleSecs = std::chrono::duration<double, std::chrono::seconds::period>;
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using std::chrono::duration_cast;
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auto now = Clock::now();
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// Walltime elapsed since stats were reset
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auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
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auto system_us_per_second =
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static_cast<double>(current_system_time_us - reset_point_system_us) / interval;
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Results results{};
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results.system_fps = static_cast<double>(system_frames) / interval;
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results.game_fps = static_cast<double>(game_frames) / interval;
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results.frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() /
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static_cast<double>(system_frames);
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results.emulation_speed = system_us_per_second / 1'000'000.0;
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// Reset counters
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reset_point = now;
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reset_point_system_us = current_system_time_us;
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accumulated_frametime = Clock::duration::zero();
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system_frames = 0;
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game_frames = 0;
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return results;
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}
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} // namespace Core
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@ -0,0 +1,43 @@
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// 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 <chrono>
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#include "common/common_types.h"
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namespace Core {
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class PerfStats {
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public:
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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(u64 current_system_time_us);
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private:
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Clock::time_point reset_point = Clock::now();
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Clock::time_point frame_begin;
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Clock::duration accumulated_frametime = Clock::duration::zero();
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u64 reset_point_system_us = 0;
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u32 system_frames = 0;
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u32 game_frames = 0;
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};
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} // namespace Core
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