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@ -40,22 +40,21 @@ void PerfStats::EndGameFrame() { |
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game_frames += 1; |
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game_frames += 1; |
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} |
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} |
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PerfStats::Results PerfStats::GetAndResetStats(u64 current_system_time_us) { |
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PerfStats::Results PerfStats::GetAndResetStats(microseconds current_system_time_us) { |
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std::lock_guard<std::mutex> lock(object_mutex); |
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std::lock_guard<std::mutex> lock(object_mutex); |
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auto now = Clock::now(); |
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const auto now = Clock::now(); |
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// Walltime elapsed since stats were reset
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// Walltime elapsed since stats were reset
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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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auto system_us_per_second = |
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static_cast<double>(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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Results results{}; |
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Results results{}; |
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results.system_fps = static_cast<double>(system_frames) / interval; |
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results.system_fps = static_cast<double>(system_frames) / interval; |
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results.game_fps = static_cast<double>(game_frames) / interval; |
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results.game_fps = static_cast<double>(game_frames) / interval; |
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results.frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() / |
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results.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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results.emulation_speed = system_us_per_second / 1'000'000.0; |
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results.emulation_speed = system_us_per_second.count() / 1'000'000.0; |
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// Reset counters
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// Reset counters
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reset_point = now; |
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reset_point = now; |
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@ -74,10 +73,10 @@ double PerfStats::GetLastFrameTimeScale() { |
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return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH; |
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return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH; |
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} |
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} |
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void FrameLimiter::DoFrameLimiting(u64 current_system_time_us) { |
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void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) { |
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// Max lag caused by slow frames. Can be adjusted to compensate for too many slow frames. Higher
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// Max lag caused by slow frames. Can be adjusted to compensate for too many slow frames. Higher
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// values increase the time needed to recover and limit framerate again after spikes.
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// values increase the time needed to recover and limit framerate again after spikes.
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constexpr microseconds MAX_LAG_TIME_US = 25ms; |
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constexpr microseconds MAX_LAG_TIME_US = 25us; |
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if (!Settings::values.toggle_framelimit) { |
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if (!Settings::values.toggle_framelimit) { |
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return; |
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return; |
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@ -85,7 +84,7 @@ void FrameLimiter::DoFrameLimiting(u64 current_system_time_us) { |
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auto now = Clock::now(); |
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auto now = Clock::now(); |
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frame_limiting_delta_err += microseconds(current_system_time_us - previous_system_time_us); |
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frame_limiting_delta_err += current_system_time_us - previous_system_time_us; |
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frame_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime); |
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frame_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime); |
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frame_limiting_delta_err = |
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frame_limiting_delta_err = |
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std::clamp(frame_limiting_delta_err, -MAX_LAG_TIME_US, MAX_LAG_TIME_US); |
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std::clamp(frame_limiting_delta_err, -MAX_LAG_TIME_US, MAX_LAG_TIME_US); |
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