Merge pull request #6317 from ameerj/fps-fix
perf_stats: Rework FPS counter to be more accurate
This commit is contained in:
commit
7d86a6ff02
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@ -289,7 +289,8 @@ struct System::Impl {
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telemetry_session->AddField(performance, "Shutdown_EmulationSpeed",
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telemetry_session->AddField(performance, "Shutdown_EmulationSpeed",
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perf_results.emulation_speed * 100.0);
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perf_results.emulation_speed * 100.0);
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telemetry_session->AddField(performance, "Shutdown_Framerate", perf_results.game_fps);
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telemetry_session->AddField(performance, "Shutdown_Framerate",
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perf_results.average_game_fps);
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telemetry_session->AddField(performance, "Shutdown_Frametime",
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telemetry_session->AddField(performance, "Shutdown_Frametime",
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perf_results.frametime * 1000.0);
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perf_results.frametime * 1000.0);
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telemetry_session->AddField(performance, "Mean_Frametime_MS",
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telemetry_session->AddField(performance, "Mean_Frametime_MS",
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@ -52,7 +52,6 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
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addr, offset, width, height, stride, static_cast<PixelFormat>(format),
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addr, offset, width, height, stride, static_cast<PixelFormat>(format),
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transform, crop_rect};
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transform, crop_rect};
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system.GetPerfStats().EndGameFrame();
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system.GetPerfStats().EndSystemFrame();
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system.GetPerfStats().EndSystemFrame();
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system.GPU().SwapBuffers(&framebuffer);
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system.GPU().SwapBuffers(&framebuffer);
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system.FrameLimiter().DoFrameLimiting(system.CoreTiming().GetGlobalTimeUs());
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system.FrameLimiter().DoFrameLimiting(system.CoreTiming().GetGlobalTimeUs());
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@ -69,9 +69,7 @@ void PerfStats::EndSystemFrame() {
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}
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}
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void PerfStats::EndGameFrame() {
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void PerfStats::EndGameFrame() {
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std::lock_guard lock{object_mutex};
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game_frames.fetch_add(1, std::memory_order_relaxed);
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game_frames += 1;
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}
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}
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double PerfStats::GetMeanFrametime() const {
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double PerfStats::GetMeanFrametime() const {
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@ -94,10 +92,11 @@ PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us
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const auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
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const auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
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const auto system_us_per_second = (current_system_time_us - reset_point_system_us) / interval;
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const auto system_us_per_second = (current_system_time_us - reset_point_system_us) / interval;
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const auto current_frames = static_cast<double>(game_frames.load(std::memory_order_relaxed));
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const auto current_fps = current_frames / interval;
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const PerfStatsResults results{
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const PerfStatsResults results{
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.system_fps = static_cast<double>(system_frames) / interval,
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.system_fps = static_cast<double>(system_frames) / interval,
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.game_fps = static_cast<double>(game_frames) / interval,
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.average_game_fps = (current_fps + previous_fps) / 2.0,
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.frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() /
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.frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() /
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static_cast<double>(system_frames),
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static_cast<double>(system_frames),
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.emulation_speed = system_us_per_second.count() / 1'000'000.0,
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.emulation_speed = system_us_per_second.count() / 1'000'000.0,
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@ -108,7 +107,8 @@ PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us
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reset_point_system_us = current_system_time_us;
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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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accumulated_frametime = Clock::duration::zero();
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system_frames = 0;
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system_frames = 0;
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game_frames = 0;
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game_frames.store(0, std::memory_order_relaxed);
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previous_fps = current_fps;
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return results;
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return results;
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}
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}
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@ -5,6 +5,7 @@
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#pragma once
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#pragma once
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#include <array>
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#include <array>
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#include <atomic>
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#include <chrono>
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#include <chrono>
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#include <cstddef>
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#include <cstddef>
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#include <mutex>
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#include <mutex>
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@ -15,8 +16,8 @@ namespace Core {
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struct PerfStatsResults {
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struct PerfStatsResults {
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/// System FPS (LCD VBlanks) in Hz
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/// System FPS (LCD VBlanks) in Hz
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double system_fps;
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double system_fps;
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/// Game FPS (GSP frame submissions) in Hz
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/// Average game FPS (GPU frame renders) in Hz
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double game_fps;
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double average_game_fps;
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/// Walltime per system frame, in seconds, excluding any waits
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/// Walltime per system frame, in seconds, excluding any waits
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double frametime;
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double frametime;
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/// Ratio of walltime / emulated time elapsed
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/// Ratio of walltime / emulated time elapsed
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@ -72,7 +73,7 @@ private:
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/// Cumulative number of system frames (LCD VBlanks) presented since last reset
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/// Cumulative number of system frames (LCD VBlanks) presented since last reset
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u32 system_frames = 0;
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u32 system_frames = 0;
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/// Cumulative number of game frames (GSP frame submissions) since last reset
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/// Cumulative number of game frames (GSP frame submissions) since last reset
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u32 game_frames = 0;
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std::atomic<u32> game_frames = 0;
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/// Point when the previous system frame ended
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/// Point when the previous system frame ended
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Clock::time_point previous_frame_end = reset_point;
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Clock::time_point previous_frame_end = reset_point;
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@ -80,6 +81,8 @@ private:
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Clock::time_point frame_begin = reset_point;
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Clock::time_point frame_begin = reset_point;
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/// Total visible duration (including frame-limiting, etc.) of the previous system frame
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/// Total visible duration (including frame-limiting, etc.) of the previous system frame
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Clock::duration previous_frame_length = Clock::duration::zero();
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Clock::duration previous_frame_length = Clock::duration::zero();
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/// Previously computed fps
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double previous_fps = 0;
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};
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};
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class FrameLimiter {
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class FrameLimiter {
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@ -13,6 +13,7 @@
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#include "core/frontend/emu_window.h"
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#include "core/frontend/emu_window.h"
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#include "core/hardware_interrupt_manager.h"
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#include "core/hardware_interrupt_manager.h"
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#include "core/memory.h"
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#include "core/memory.h"
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#include "core/perf_stats.h"
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#include "video_core/engines/fermi_2d.h"
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#include "video_core/engines/fermi_2d.h"
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#include "video_core/engines/kepler_compute.h"
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#include "video_core/engines/kepler_compute.h"
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#include "video_core/engines/kepler_memory.h"
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#include "video_core/engines/kepler_memory.h"
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@ -191,6 +192,10 @@ u64 GPU::GetTicks() const {
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return nanoseconds_num * gpu_ticks_num + (nanoseconds_rem * gpu_ticks_num) / gpu_ticks_den;
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return nanoseconds_num * gpu_ticks_num + (nanoseconds_rem * gpu_ticks_num) / gpu_ticks_den;
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}
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}
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void GPU::RendererFrameEndNotify() {
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system.GetPerfStats().EndGameFrame();
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}
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void GPU::FlushCommands() {
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void GPU::FlushCommands() {
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rasterizer->FlushCommands();
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rasterizer->FlushCommands();
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}
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}
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@ -247,6 +247,8 @@ public:
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return use_nvdec;
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return use_nvdec;
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}
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}
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void RendererFrameEndNotify();
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enum class FenceOperation : u32 {
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enum class FenceOperation : u32 {
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Acquire = 0,
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Acquire = 0,
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Increment = 1,
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Increment = 1,
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@ -155,6 +155,7 @@ void RendererOpenGL::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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++m_current_frame;
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++m_current_frame;
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gpu.RendererFrameEndNotify();
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rasterizer.TickFrame();
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rasterizer.TickFrame();
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context->SwapBuffers();
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context->SwapBuffers();
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@ -154,6 +154,7 @@ void RendererVulkan::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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if (swapchain.Present(render_semaphore)) {
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if (swapchain.Present(render_semaphore)) {
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blit_screen.Recreate();
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blit_screen.Recreate();
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}
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}
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gpu.RendererFrameEndNotify();
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rasterizer.TickFrame();
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rasterizer.TickFrame();
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}
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}
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@ -1378,7 +1378,7 @@ void GMainWindow::BootGame(const QString& filename, std::size_t program_index) {
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game_list->hide();
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game_list->hide();
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game_list_placeholder->hide();
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game_list_placeholder->hide();
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}
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}
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status_bar_update_timer.start(2000);
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status_bar_update_timer.start(500);
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async_status_button->setDisabled(true);
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async_status_button->setDisabled(true);
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multicore_status_button->setDisabled(true);
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multicore_status_button->setDisabled(true);
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renderer_status_button->setDisabled(true);
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renderer_status_button->setDisabled(true);
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@ -2809,7 +2809,7 @@ void GMainWindow::UpdateStatusBar() {
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} else {
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} else {
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emu_speed_label->setText(tr("Speed: %1%").arg(results.emulation_speed * 100.0, 0, 'f', 0));
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emu_speed_label->setText(tr("Speed: %1%").arg(results.emulation_speed * 100.0, 0, 'f', 0));
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}
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}
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game_fps_label->setText(tr("Game: %1 FPS").arg(results.game_fps, 0, 'f', 0));
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game_fps_label->setText(tr("Game: %1 FPS").arg(results.average_game_fps, 0, 'f', 0));
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emu_frametime_label->setText(tr("Frame: %1 ms").arg(results.frametime * 1000.0, 0, 'f', 2));
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emu_frametime_label->setText(tr("Frame: %1 ms").arg(results.frametime * 1000.0, 0, 'f', 2));
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emu_speed_label->setVisible(!Settings::values.use_multi_core.GetValue());
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emu_speed_label->setVisible(!Settings::values.use_multi_core.GetValue());
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@ -215,7 +215,7 @@ void EmuWindow_SDL2::WaitEvent() {
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const auto results = Core::System::GetInstance().GetAndResetPerfStats();
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const auto results = Core::System::GetInstance().GetAndResetPerfStats();
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const auto title =
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const auto title =
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fmt::format("yuzu {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname,
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fmt::format("yuzu {} | {}-{} | FPS: {:.0f} ({:.0f}%)", Common::g_build_fullname,
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Common::g_scm_branch, Common::g_scm_desc, results.game_fps,
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Common::g_scm_branch, Common::g_scm_desc, results.average_game_fps,
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results.emulation_speed * 100.0);
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results.emulation_speed * 100.0);
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SDL_SetWindowTitle(render_window, title.c_str());
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SDL_SetWindowTitle(render_window, title.c_str());
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last_time = current_time;
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last_time = current_time;
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