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jinx/Ryujinx.HLE/PerformanceStatistics.cs
riperiperi 10aa11ce13
Interrupt GPU command processing when a frame's fence is reached. (#1741)
* Interrupt GPU command processing when a frame's fence is reached.

* Accumulate times rather than %s

* Accurate timer for vsync

Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo)

* Use event wait for better timing.

* Fix lazy wait

Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms.

* A bit more efficiency on frame waits.

Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits)

* Better swap interval 0 solution

737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways)

* Fix comment.

* Address Comments.
2020-12-17 19:39:52 +01:00

178 lines
5.2 KiB
C#

using Ryujinx.Common;
using System.Diagnostics;
using System.Timers;
namespace Ryujinx.HLE
{
public class PerformanceStatistics
{
private const double FrameRateWeight = 0.5;
private const int FrameTypeGame = 0;
private const int PercentTypeFifo = 0;
private double[] _averageFrameRate;
private double[] _accumulatedFrameTime;
private double[] _previousFrameTime;
private double[] _averagePercent;
private double[] _accumulatedActiveTime;
private double[] _percentLastEndTime;
private double[] _percentStartTime;
private long[] _framesRendered;
private double[] _percentTime;
private object[] _frameLock;
private object[] _percentLock;
private double _ticksToSeconds;
private Timer _resetTimer;
public PerformanceStatistics()
{
_averageFrameRate = new double[1];
_accumulatedFrameTime = new double[1];
_previousFrameTime = new double[1];
_averagePercent = new double[1];
_accumulatedActiveTime = new double[1];
_percentLastEndTime = new double[1];
_percentStartTime = new double[1];
_framesRendered = new long[1];
_percentTime = new double[1];
_frameLock = new object[] { new object() };
_percentLock = new object[] { new object() };
_resetTimer = new Timer(1000);
_resetTimer.Elapsed += ResetTimerElapsed;
_resetTimer.AutoReset = true;
_resetTimer.Start();
_ticksToSeconds = 1.0 / PerformanceCounter.TicksPerSecond;
}
private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
{
CalculateAverageFrameRate(FrameTypeGame);
CalculateAveragePercent(PercentTypeFifo);
}
private void CalculateAverageFrameRate(int frameType)
{
double frameRate = 0;
lock (_frameLock[frameType])
{
if (_accumulatedFrameTime[frameType] > 0)
{
frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
}
_averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
_framesRendered[frameType] = 0;
_accumulatedFrameTime[frameType] = 0;
}
}
private void CalculateAveragePercent(int percentType)
{
// If start time is non-zero, a percent reading is still being measured.
// If there aren't any readings, the default should be 100% if still being measured, or 0% if not.
double percent = (_percentStartTime[percentType] == 0) ? 0 : 100;
lock (_percentLock[percentType])
{
if (_percentTime[percentType] > 0)
{
percent = (_accumulatedActiveTime[percentType] / _percentTime[percentType]) * 100;
}
_averagePercent[percentType] = percent;
_percentTime[percentType] = 0;
_accumulatedActiveTime[percentType] = 0;
}
}
private double LinearInterpolate(double lhs, double rhs)
{
return lhs * (1.0 - FrameRateWeight) + rhs * FrameRateWeight;
}
public void RecordGameFrameTime()
{
RecordFrameTime(FrameTypeGame);
}
public void RecordFifoStart()
{
StartPercentTime(PercentTypeFifo);
}
public void RecordFifoEnd()
{
EndPercentTime(PercentTypeFifo);
}
private void StartPercentTime(int percentType)
{
double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
_percentStartTime[percentType] = currentTime;
}
private void EndPercentTime(int percentType)
{
double currentTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
double elapsedTime = currentTime - _percentLastEndTime[percentType];
double elapsedActiveTime = currentTime - _percentStartTime[percentType];
lock (_percentLock[percentType])
{
_accumulatedActiveTime[percentType] += elapsedActiveTime;
_percentTime[percentType] += elapsedTime;
}
_percentLastEndTime[percentType] = currentTime;
_percentStartTime[percentType] = 0;
}
private void RecordFrameTime(int frameType)
{
double currentFrameTime = PerformanceCounter.ElapsedTicks * _ticksToSeconds;
double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
_previousFrameTime[frameType] = currentFrameTime;
lock (_frameLock[frameType])
{
_accumulatedFrameTime[frameType] += elapsedFrameTime;
_framesRendered[frameType]++;
}
}
public double GetGameFrameRate()
{
return _averageFrameRate[FrameTypeGame];
}
public double GetFifoPercent()
{
return _averagePercent[PercentTypeFifo];
}
}
}