Lime3DS/src/core/perf_stats.h
zhupengfei cb775eb1ba
core, citra_qt: add frame advancing to framelimiter
Frame advancing is a commonly used TAS feature which basically means running the game frame by frame. TASers use this feature to press exact buttons at the exact frames. This commit added frame advancing to the framelimiter and two actions to the Movie menu. The default hotkey is `\` for advancing frames, and `Ctrl+A` for toggling frame advancing. The `Advance Frame` hotkey would automatically enable frame advancing if not already enabled.
2018-10-02 07:28:58 +08:00

100 lines
3.2 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <chrono>
#include <mutex>
#include "common/common_types.h"
#include "common/thread.h"
namespace Core {
/**
* Class to manage and query performance/timing statistics. All public functions of this class are
* thread-safe unless stated otherwise.
*/
class PerfStats {
public:
using Clock = std::chrono::high_resolution_clock;
struct Results {
/// System FPS (LCD VBlanks) in Hz
double system_fps;
/// Game FPS (GSP frame submissions) in Hz
double game_fps;
/// Walltime per system frame, in seconds, excluding any waits
double frametime;
/// Ratio of walltime / emulated time elapsed
double emulation_speed;
};
void BeginSystemFrame();
void EndSystemFrame();
void EndGameFrame();
Results GetAndResetStats(std::chrono::microseconds current_system_time_us);
/**
* Gets the ratio between walltime and the emulated time of the previous system frame. This is
* useful for scaling inputs or outputs moving between the two time domains.
*/
double GetLastFrameTimeScale();
private:
std::mutex object_mutex;
/// Point when the cumulative counters were reset
Clock::time_point reset_point = Clock::now();
/// System time when the cumulative counters were reset
std::chrono::microseconds reset_point_system_us{0};
/// Cumulative duration (excluding v-sync/frame-limiting) of frames since last reset
Clock::duration accumulated_frametime = Clock::duration::zero();
/// Cumulative number of system frames (LCD VBlanks) presented since last reset
u32 system_frames = 0;
/// Cumulative number of game frames (GSP frame submissions) since last reset
u32 game_frames = 0;
/// Point when the previous system frame ended
Clock::time_point previous_frame_end = reset_point;
/// Point when the current system frame began
Clock::time_point frame_begin = reset_point;
/// Total visible duration (including frame-limiting, etc.) of the previous system frame
Clock::duration previous_frame_length = Clock::duration::zero();
};
class FrameLimiter {
public:
using Clock = std::chrono::high_resolution_clock;
void DoFrameLimiting(std::chrono::microseconds current_system_time_us);
/**
* Sets whether frame advancing is enabled or not.
* Note: The frontend must cancel frame advancing before shutting down in order
* to resume the emu_thread.
*/
void SetFrameAdvancing(bool value);
void AdvanceFrame();
private:
/// Emulated system time (in microseconds) at the last limiter invocation
std::chrono::microseconds previous_system_time_us{0};
/// Walltime at the last limiter invocation
Clock::time_point previous_walltime = Clock::now();
/// Accumulated difference between walltime and emulated time
std::chrono::microseconds frame_limiting_delta_err{0};
/// Whether to use frame advancing (i.e. frame by frame)
std::atomic_bool frame_advancing_enabled;
/// Event to advance the frame when frame advancing is enabled
Common::Event frame_advance_event;
};
} // namespace Core