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https://github.com/dolphin-emu/dolphin.git
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cde6cf2ab5
They appear to relate to perf queries, and combining them with truely unknown commands would probably hide useful information. Furthermore, 0x20 is issued by every title, so without this every title would be recorded as using an unknown command, which is very unhelpful.
172 lines
6.1 KiB
C++
172 lines
6.1 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "Common/Analytics.h"
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#include "Common/CommonTypes.h"
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#if defined(ANDROID)
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#include <functional>
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#endif
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// Non generic part of the Dolphin Analytics framework. See Common/Analytics.h
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// for the main documentation.
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enum class GameQuirk
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{
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// Sometimes code run from ICache is different from its mirror in RAM.
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ICACHE_MATTERS = 0,
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// The Wii remote hardware makes it possible to bypass normal data reporting and directly
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// "read" extension or IR data. This would break our current TAS/NetPlay implementation.
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DIRECTLY_READS_WIIMOTE_INPUT,
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// Several Wii DI commands that are rarely/never used and not implemented by Dolphin
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USES_DVD_LOW_STOP_LASER,
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USES_DVD_LOW_OFFSET,
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USES_DVD_LOW_READ_DISK_BCA, // NSMBW known to use this
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USES_DVD_LOW_REQUEST_DISC_STATUS,
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USES_DVD_LOW_REQUEST_RETRY_NUMBER,
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USES_DVD_LOW_SER_MEAS_CONTROL,
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// Dolphin only implements the simple DVDLowOpenPartition, not any of the variants where some
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// already-read data is provided
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USES_DIFFERENT_PARTITION_COMMAND,
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// IOS has implementations for ioctls 0x85 and 0x89 and a stub for 0x87, but
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// DVDLowMaskCoverInterrupt/DVDLowUnmaskCoverInterrupt/DVDLowUnmaskStatusInterrupts
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// are all stubbed on the PPC side so they presumably will never be used.
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// (DVDLowClearCoverInterrupt is used, though)
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USES_DI_INTERRUPT_MASK_COMMAND,
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// Some games configure a mismatched number of texture coordinates or colors between the transform
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// and TEV/BP stages of the rendering pipeline. Currently, Dolphin just skips over these objects
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// as the hardware renderers are not equipped to handle the case where the registers between
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// stages are mismatched.
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MISMATCHED_GPU_TEXGENS_BETWEEN_XF_AND_BP,
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MISMATCHED_GPU_COLORS_BETWEEN_XF_AND_BP,
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// The WD module can be configured to operate in six different modes.
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// In practice, only mode 1 (DS communications) and mode 3 (AOSS access point scanning)
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// are used by games and the system menu respectively.
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USES_UNCOMMON_WD_MODE,
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USES_WD_UNIMPLEMENTED_IOCTL,
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// Some games use invalid/unknown graphics commands (see e.g. bug 10931).
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// These are different from unknown opcodes: it is known that a BP/CP/XF command is being used,
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// but the command itself is not understood.
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USES_UNKNOWN_BP_COMMAND,
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USES_UNKNOWN_CP_COMMAND,
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USES_UNKNOWN_XF_COMMAND,
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// YAGCD and Dolphin's implementation disagree about what is valid in some cases
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USES_MAYBE_INVALID_CP_COMMAND,
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// These commands are used by a few games (e.g. bug 12461), and seem to relate to perf queries.
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// Track them separately.
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USES_CP_PERF_COMMAND,
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COUNT,
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};
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class DolphinAnalytics
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{
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public:
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// Performs lazy-initialization of a singleton and returns the instance.
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static DolphinAnalytics& Instance();
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#if defined(ANDROID)
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// Get value from java.
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static void AndroidSetGetValFunc(std::function<std::string(std::string)> function);
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#endif
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// Resets and recreates the analytics system in order to reload
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// configuration.
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void ReloadConfig();
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// Rotates the unique identifier used for this instance of Dolphin and saves
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// it into the configuration.
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void GenerateNewIdentity();
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// Reports a Dolphin start event.
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void ReportDolphinStart(std::string_view ui_type);
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// Generates a base report for a "Game start" event. Also preseeds the
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// per-game base data.
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void ReportGameStart();
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// Generates a report for a special condition being hit by a game. This is automatically throttled
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// to once per game run.
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void ReportGameQuirk(GameQuirk quirk);
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struct PerformanceSample
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{
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double speed_ratio; // See SystemTimers::GetEstimatedEmulationPerformance().
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int num_prims;
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int num_draw_calls;
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};
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// Reports performance information. This method performs its own throttling / aggregation --
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// calling it does not guarantee when a report will actually be sent.
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//
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// This method is NOT thread-safe.
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void ReportPerformanceInfo(PerformanceSample&& sample);
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// Forward Send method calls to the reporter.
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template <typename T>
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void Send(T report)
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{
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std::lock_guard lk{m_reporter_mutex};
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m_reporter.Send(report);
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}
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private:
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DolphinAnalytics();
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void MakeBaseBuilder();
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void MakePerGameBuilder();
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// Returns a unique ID derived on the global unique ID, hashed with some
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// report-specific data. This avoid correlation between different types of
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// events.
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std::string MakeUniqueId(std::string_view data) const;
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// Unique ID. This should never leave the application. Only used derived
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// values created by MakeUniqueId.
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std::string m_unique_id;
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// Performance sampling configuration constants.
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//
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// 5min after startup + rand(0, 3min) jitter time, collect performance for 100 frames in a row.
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// Repeat collection after 30min + rand(0, 3min).
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static constexpr int NUM_PERFORMANCE_SAMPLES_PER_REPORT = 100;
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static constexpr int PERFORMANCE_SAMPLING_INITIAL_WAIT_TIME_SECS = 300;
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static constexpr int PERFORMANCE_SAMPLING_WAIT_TIME_JITTER_SECS = 180;
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static constexpr int PERFORMANCE_SAMPLING_INTERVAL_SECS = 1800;
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// Performance sampling state & internal helpers.
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void InitializePerformanceSampling(); // Called on game start / title switch.
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bool ShouldStartPerformanceSampling();
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u64 m_sampling_next_start_us; // Next timestamp (in us) at which to trigger sampling.
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bool m_sampling_performance_info = false; // Whether we are currently collecting samples.
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std::vector<PerformanceSample> m_performance_samples;
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// What quirks have already been reported about the current game.
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std::array<bool, static_cast<size_t>(GameQuirk::COUNT)> m_reported_quirks;
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// Builder that contains all non variable data that should be sent with all
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// reports.
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Common::AnalyticsReportBuilder m_base_builder;
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// Builder that contains per game data and is initialized when a game start
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// report is sent.
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Common::AnalyticsReportBuilder m_per_game_builder;
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std::mutex m_reporter_mutex;
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Common::AnalyticsReporter m_reporter;
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};
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