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