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PerfStats: Add method to get the instantaneous time ratio

This commit is contained in:
Yuri Kunde Schlesner 2017-02-19 18:18:26 -08:00
parent c75ae6c585
commit 92c8bd4b1f
3 changed files with 22 additions and 7 deletions

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@ -5,7 +5,7 @@
#include <algorithm> #include <algorithm>
#include <cmath> #include <cmath>
#include "common/assert.h" #include "common/assert.h"
#include "common/profiler_reporting.h" #include "core/core.h"
#include "core/frontend/emu_window.h" #include "core/frontend/emu_window.h"
#include "core/frontend/key_map.h" #include "core/frontend/key_map.h"
#include "video_core/video_core.h" #include "video_core/video_core.h"
@ -104,8 +104,7 @@ void EmuWindow::AccelerometerChanged(float x, float y, float z) {
void EmuWindow::GyroscopeChanged(float x, float y, float z) { void EmuWindow::GyroscopeChanged(float x, float y, float z) {
constexpr float FULL_FPS = 60; constexpr float FULL_FPS = 60;
float coef = GetGyroscopeRawToDpsCoefficient(); float coef = GetGyroscopeRawToDpsCoefficient();
float stretch = float stretch = Core::System::GetInstance().perf_stats.Lock()->GetLastFrameTimeScale();
FULL_FPS / Common::Profiling::GetTimingResultsAggregator()->GetAggregatedResults().fps;
std::lock_guard<std::mutex> lock(gyro_mutex); std::lock_guard<std::mutex> lock(gyro_mutex);
gyro_x = static_cast<s16>(x * coef * stretch); gyro_x = static_cast<s16>(x * coef * stretch);
gyro_y = static_cast<s16>(y * coef * stretch); gyro_y = static_cast<s16>(y * coef * stretch);

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@ -6,6 +6,9 @@
#include "core/hw/gpu.h" #include "core/hw/gpu.h"
#include "core/perf_stats.h" #include "core/perf_stats.h"
using DoubleSecs = std::chrono::duration<double, std::chrono::seconds::period>;
using std::chrono::duration_cast;
namespace Core { namespace Core {
void PerfStats::BeginSystemFrame() { void PerfStats::BeginSystemFrame() {
@ -16,6 +19,9 @@ void PerfStats::EndSystemFrame() {
auto frame_end = Clock::now(); auto frame_end = Clock::now();
accumulated_frametime += frame_end - frame_begin; accumulated_frametime += frame_end - frame_begin;
system_frames += 1; system_frames += 1;
previous_frame_length = frame_end - previous_frame_end;
previous_frame_end = frame_end;
} }
void PerfStats::EndGameFrame() { void PerfStats::EndGameFrame() {
@ -23,9 +29,6 @@ void PerfStats::EndGameFrame() {
} }
PerfStats::Results PerfStats::GetAndResetStats(u64 current_system_time_us) { PerfStats::Results PerfStats::GetAndResetStats(u64 current_system_time_us) {
using DoubleSecs = std::chrono::duration<double, std::chrono::seconds::period>;
using std::chrono::duration_cast;
auto now = Clock::now(); auto now = Clock::now();
// Walltime elapsed since stats were reset // Walltime elapsed since stats were reset
auto interval = duration_cast<DoubleSecs>(now - reset_point).count(); auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
@ -50,4 +53,9 @@ PerfStats::Results PerfStats::GetAndResetStats(u64 current_system_time_us) {
return results; return results;
} }
double PerfStats::GetLastFrameTimeScale() {
constexpr double FRAME_LENGTH = 1.0 / GPU::SCREEN_REFRESH_RATE;
return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
}
} // namespace Core } // namespace Core

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@ -30,11 +30,19 @@ public:
Results GetAndResetStats(u64 current_system_time_us); Results GetAndResetStats(u64 current_system_time_us);
/**
* 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();
private: private:
Clock::time_point reset_point = Clock::now(); Clock::time_point reset_point = Clock::now();
Clock::time_point frame_begin; Clock::time_point frame_begin = reset_point;
Clock::time_point previous_frame_end = reset_point;
Clock::duration accumulated_frametime = Clock::duration::zero(); Clock::duration accumulated_frametime = Clock::duration::zero();
Clock::duration previous_frame_length = Clock::duration::zero();
u64 reset_point_system_us = 0; u64 reset_point_system_us = 0;
u32 system_frames = 0; u32 system_frames = 0;
u32 game_frames = 0; u32 game_frames = 0;