mirror of
https://github.com/GreemDev/Ryujinx.git
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a07086c280
* Profiler initial setup * Capture actual timing data * Profiling data dumped to file on close * Support for multiple sessions under the same name * Service profiling * Sort output for easier read * csv output * Split session into 2 seperate values * Refactor name to category * Basic profiling window dummy. Toggle with F1 or set key with config No actual data displayed yet, just a pretty triangle * Simple font rendering * Display some actual timing data * Fix font bearing being ignored * x bearing and advance. Fixed y bearing calc * Different coloured lines to make reading easier * Scrolling * Multiple columns for name * Column titles * display in ms rather than ticks * Bars to display times * Sortable columns * Regex filtering * Better instant timing calculation Fixed minor regex bug * Better filtering Better max value calculation Skip some rendering to reduce profiler weight * Variable update rate * Show/hide inactive button Some other touchups * Add missing project reference * Hide inactive and pause * Fix viewport errors * Update initial window position * Variable name cleanup * Disable timing dump by default * Internal Profile refactor and cleanup * Timing info cleanup * Profile config cleanup * Settings cleanup * Button refactor * Profile refactor * Profile window cleanup * Window manager refactor * Font service cleanup * Fixed bug in profiling method where method was called twice without profiling enabled * Allow update rates of less than 1hz * Stop using window.run because it's apparently not great for performance. Some other performance things, should only draw a new frame when something has changed * Improved time tracking to keep history * Profile window was getting too long so I added regions and split bar rendering out into partial class * Dummy graph view with button to toggle * Realtime graphing initial commit * Display totals on new bar * Simple zooming support with arrow keys * Limit graph zoom and label start and stop * Added support for timing flags * Stop data running away when paused and frame updated * Manual step button * Update at when flag issued (ie every frame) * Removed useless finish profiling call * Enable and disable profiling at compile time. * Better plage for frame swap flag, also kept enough flags to cover larger time spans * No more stopwatches created, uses PerformanceCounter now * public and internal fields to props * Move visible update to update rather than draw as it causes a lockup if called from draw Also added profile window disposal so closing main window closes profiler too * Fixed optimization settings for profiled builds * Appveyer script guess to add profiling builds * Quotes * 1 less quote * Maybe escape space? * Specify config * Different approach * Fix file paths * Fix another path * Better artifact naming * Missing - * test string * Removed for, to test * readd for * moved dashes around so artifacts can begin with letters * quote env vars * martix * Removed configs * Much more efficient capture, ConcurrentDictionary was causing too much overhead * Skip repeating pixels during draw * Stop ram usage getting too high. Compensating for cleanup doing more now * Profile CPU, execute skipped because it's just too much work * Fixed bug with skipping draws. Furthest needed to be reset every loop * Less distracting colour for timing flags * Removed profile method function. It just doesn't play nice with conditional compilation so best to remove it now before it's used a lot * Null check for category, group and item * Forgot to reset instant count/time * Increment line when blank * Fix threading conflict Fixed instant count and time. Now accuratly represents the total time and count in the buffer * Fixed bug in time rendering where times were being trimmed to an int. Also added microsecond/millisecond formatting to reduce the number of decimal places needed * Support for multiple profiling levels * Sometimes it would have to wait a long time for lock to clear so moved it to a tryenter and skip if already locked * Dumb bug regarding clearing of timestamps. Start is already removed so no need to add it to the start * Optimisations in drawing routine: Only calculate bar top and bottom once per bar rather than once per timestamp Pre-calculate the right side of the graph as it was being calculated multiple times per bar Skip rendering timestamps that occupy the same pixel space now uses the raw timestamp to decide. While technically not as accurate it's much easier as the right side of the bar doesn't have to be calculated for a skipped timestamp * Couple alignment changes * Custom equals overload for profile config. The default implpmentation was just too slow * Bump cleanup thread priority. It clears the timer queue so it need to be run frequently * Fixed bug with scrolling caused by recent rendering optimisations. Simply forgot to increment the line index on a skipped line * Stopped blocking memory disposal so much. Also parralised(?) cleanup call * Uses Arial for font. * Enable AA * Inital seperated config support * Fix profile input from keyboard * Check toggle visible key from profiler * Can't use conditional here as _profileWindow doesn't exist it non-profiling build * Removed junk from merge in sln * Fromatting cleanup for review * Fiked small bug caused by race condition * Added multiple flags with colours Added way to set max flags * Fixed flag times Dispays time flags in window * Colors for text frame times * enable and disable flags button added better fix for race crash * Re factored npad out * Explicitly specified type in foreach * Removed extra line * Added s to fix nit * Comment to clarify default time * Another s nit * Ordering nit * Uses Interlocked.Increment over lock * Unindented #if's and #regions * Comment to clarify these are indexes in the list * Uses iequatable over override equals to avoid conversion and checks at runtime * Removed no longer used variable
122 lines
3.2 KiB
C#
122 lines
3.2 KiB
C#
using Ryujinx.Profiler;
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using System.Diagnostics;
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using System.Timers;
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namespace Ryujinx.HLE
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{
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public class PerformanceStatistics
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{
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private const double FrameRateWeight = 0.5;
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private const int FrameTypeSystem = 0;
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private const int FrameTypeGame = 1;
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private double[] _averageFrameRate;
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private double[] _accumulatedFrameTime;
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private double[] _previousFrameTime;
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private long[] _framesRendered;
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private object[] _frameLock;
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private double _ticksToSeconds;
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private Stopwatch _executionTime;
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private Timer _resetTimer;
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public PerformanceStatistics()
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{
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_averageFrameRate = new double[2];
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_accumulatedFrameTime = new double[2];
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_previousFrameTime = new double[2];
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_framesRendered = new long[2];
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_frameLock = new object[] { new object(), new object() };
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_executionTime = new Stopwatch();
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_executionTime.Start();
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_resetTimer = new Timer(1000);
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_resetTimer.Elapsed += ResetTimerElapsed;
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_resetTimer.AutoReset = true;
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_resetTimer.Start();
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_ticksToSeconds = 1.0 / Stopwatch.Frequency;
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}
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private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
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{
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CalculateAverageFrameRate(FrameTypeSystem);
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CalculateAverageFrameRate(FrameTypeGame);
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}
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private void CalculateAverageFrameRate(int frameType)
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{
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double frameRate = 0;
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if (_accumulatedFrameTime[frameType] > 0)
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{
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frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
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}
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lock (_frameLock[frameType])
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{
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_averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
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_framesRendered[frameType] = 0;
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_accumulatedFrameTime[frameType] = 0;
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}
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}
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private double LinearInterpolate(double old, double New)
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{
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return old * (1.0 - FrameRateWeight) + New * FrameRateWeight;
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}
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public void RecordSystemFrameTime()
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{
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RecordFrameTime(FrameTypeSystem);
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Profile.FlagTime(TimingFlagType.SystemFrame);
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}
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public void RecordGameFrameTime()
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{
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RecordFrameTime(FrameTypeGame);
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Profile.FlagTime(TimingFlagType.FrameSwap);
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}
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private void RecordFrameTime(int frameType)
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{
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double currentFrameTime = _executionTime.ElapsedTicks * _ticksToSeconds;
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double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
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_previousFrameTime[frameType] = currentFrameTime;
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lock (_frameLock[frameType])
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{
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_accumulatedFrameTime[frameType] += elapsedFrameTime;
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_framesRendered[frameType]++;
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}
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}
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public double GetSystemFrameRate()
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{
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return _averageFrameRate[FrameTypeSystem];
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}
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public double GetGameFrameRate()
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{
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return _averageFrameRate[FrameTypeGame];
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}
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}
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}
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