Lime3DS/src/core/perf_stats.h
Yuri Kunde Schlesner b285c2a4ed Core: Make PerfStats internally locked
More ergonomic to use and will be required for upcoming changes.
2017-02-26 17:22:03 -08:00

59 lines
1.6 KiB
C++

// Copyright 2017 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <chrono>
#include <mutex>
#include "common/common_types.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(u64 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;
Clock::time_point reset_point = Clock::now();
Clock::time_point frame_begin = reset_point;
Clock::time_point previous_frame_end = reset_point;
Clock::duration accumulated_frametime = Clock::duration::zero();
Clock::duration previous_frame_length = Clock::duration::zero();
u64 reset_point_system_us = 0;
u32 system_frames = 0;
u32 game_frames = 0;
};
} // namespace Core