Ryujinx-uplift/Ryujinx.Core/PerformanceStatistics.cs
emmauss 4038e63de1 Implement basic performance statistics (#53)
* implement basic frame time stats

* added game frame time

* made performancestatictics class non-static

* report average framerate instead of current framerate
2018-03-06 17:18:49 -03:00

88 lines
3.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using System.Timers;
namespace Ryujinx.Core
{
public class PerformanceStatistics
{
Stopwatch ExecutionTime = new Stopwatch();
Timer ResetTimer = new Timer(1000);
long CurrentGameFrameEnded;
long CurrentSystemFrameEnded;
long CurrentSystemFrameStart;
long LastGameFrameEnded;
long LastSystemFrameEnded;
double AccumulatedGameFrameTime;
double AccumulatedSystemFrameTime;
double CurrentGameFrameTime;
double CurrentSystemFrameTime;
double PreviousGameFrameTime;
double PreviousSystemFrameTime;
public double GameFrameRate { get; private set; }
public double SystemFrameRate { get; private set; }
public long SystemFramesRendered;
public long GameFramesRendered;
public long ElapsedMilliseconds => ExecutionTime.ElapsedMilliseconds;
public long ElapsedMicroseconds => (long)
(((double)ExecutionTime.ElapsedTicks / Stopwatch.Frequency) * 1000000);
public long ElapsedNanoseconds => (long)
(((double)ExecutionTime.ElapsedTicks / Stopwatch.Frequency) * 1000000000);
public PerformanceStatistics()
{
ExecutionTime.Start();
ResetTimer.Elapsed += ResetTimerElapsed;
ResetTimer.AutoReset = true;
ResetTimer.Start();
}
private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
{
ResetStatistics();
}
public void StartSystemFrame()
{
PreviousSystemFrameTime = CurrentSystemFrameTime;
LastSystemFrameEnded = CurrentSystemFrameEnded;
CurrentSystemFrameStart = ElapsedMicroseconds;
}
public void EndSystemFrame()
{
CurrentSystemFrameEnded = ElapsedMicroseconds;
CurrentSystemFrameTime = CurrentSystemFrameEnded - CurrentSystemFrameStart;
AccumulatedSystemFrameTime += CurrentSystemFrameTime;
SystemFramesRendered++;
}
public void RecordGameFrameTime()
{
CurrentGameFrameEnded = ElapsedMicroseconds;
CurrentGameFrameTime = CurrentGameFrameEnded - LastGameFrameEnded;
PreviousGameFrameTime = CurrentGameFrameTime;
LastGameFrameEnded = CurrentGameFrameEnded;
AccumulatedGameFrameTime += CurrentGameFrameTime;
GameFramesRendered++;
}
public void ResetStatistics()
{
GameFrameRate = 1000 / ((AccumulatedGameFrameTime / GameFramesRendered) / 1000);
GameFrameRate = double.IsNaN(GameFrameRate) ? 0 : GameFrameRate;
SystemFrameRate = 1000 / ((AccumulatedSystemFrameTime / SystemFramesRendered) / 1000);
SystemFrameRate = double.IsNaN(SystemFrameRate) ? 0 : SystemFrameRate;
GameFramesRendered = 0;
SystemFramesRendered = 0;
AccumulatedGameFrameTime = 0;
AccumulatedSystemFrameTime = 0;
}
}
}