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@ -40,22 +40,21 @@ void PerfStats::EndGameFrame() {
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game_frames += 1;
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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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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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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.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.frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() /
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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_point = now;
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@ -74,7 +73,7 @@ double PerfStats::GetLastFrameTimeScale() {
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return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
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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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// 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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