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@ -69,9 +69,7 @@ void PerfStats::EndSystemFrame() {
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}
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void PerfStats::EndGameFrame() {
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std::lock_guard lock{object_mutex};
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game_frames += 1;
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game_frames.fetch_add(1, std::memory_order_relaxed);
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}
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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 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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.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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static_cast<double>(system_frames),
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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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accumulated_frametime = Clock::duration::zero();
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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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}
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