2017-02-20 04:04:47 +05:30
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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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2018-07-26 16:53:25 +05:30
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#include <algorithm>
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2017-02-20 04:04:47 +05:30
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#include <chrono>
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2019-08-13 09:45:00 +05:30
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#include <iterator>
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2017-02-21 03:26:58 +05:30
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#include <mutex>
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2019-08-13 09:45:00 +05:30
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#include <numeric>
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#include <thread>
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#include <fmt/chrono.h>
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#include <fmt/format.h>
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#include "common/file_util.h"
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#include "core/hw/gpu.h"
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#include "core/perf_stats.h"
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#include "core/settings.h"
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using namespace std::chrono_literals;
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using DoubleSecs = std::chrono::duration<double, std::chrono::seconds::period>;
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using std::chrono::duration_cast;
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using std::chrono::microseconds;
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// Purposefully ignore the first five frames, as there's a significant amount of overhead in
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// booting that we shouldn't account for
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constexpr std::size_t IgnoreFrames = 5;
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2017-02-20 04:04:47 +05:30
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namespace Core {
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PerfStats::PerfStats(u64 title_id) : title_id(title_id) {}
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PerfStats::~PerfStats() {
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if (!Settings::values.record_frame_times || title_id == 0) {
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return;
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}
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const std::time_t t = std::time(nullptr);
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std::ostringstream stream;
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std::copy(perf_history.begin() + IgnoreFrames, perf_history.begin() + current_index,
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std::ostream_iterator<double>(stream, "\n"));
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const std::string& path = FileUtil::GetUserPath(FileUtil::UserPath::LogDir);
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// %F Date format expanded is "%Y-%m-%d"
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const std::string filename =
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fmt::format("{}/{:%F-%H-%M}_{:016X}.csv", path, *std::localtime(&t), title_id);
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FileUtil::IOFile file(filename, "w");
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file.WriteString(stream.str());
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}
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void PerfStats::BeginSystemFrame() {
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std::lock_guard lock{object_mutex};
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frame_begin = Clock::now();
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}
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void PerfStats::EndSystemFrame() {
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std::lock_guard lock{object_mutex};
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auto frame_end = Clock::now();
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const auto frame_time = frame_end - frame_begin;
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if (current_index < perf_history.size()) {
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perf_history[current_index++] =
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std::chrono::duration<double, std::milli>(frame_time).count();
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}
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accumulated_frametime += frame_time;
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system_frames += 1;
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previous_frame_length = frame_end - previous_frame_end;
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previous_frame_end = frame_end;
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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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}
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double PerfStats::GetMeanFrametime() {
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std::lock_guard lock{object_mutex};
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if (current_index <= IgnoreFrames) {
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return 0;
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}
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const double sum = std::accumulate(perf_history.begin() + IgnoreFrames,
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perf_history.begin() + current_index, 0);
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return sum / (current_index - IgnoreFrames);
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}
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2018-08-06 07:37:28 +05:30
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PerfStats::Results PerfStats::GetAndResetStats(microseconds current_system_time_us) {
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std::lock_guard lock(object_mutex);
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const auto now = Clock::now();
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// Walltime elapsed since stats were reset
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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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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.count() / 1'000'000.0;
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// Reset counters
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reset_point = now;
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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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return results;
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}
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double PerfStats::GetLastFrameTimeScale() {
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std::lock_guard lock{object_mutex};
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constexpr double FRAME_LENGTH = 1.0 / GPU::SCREEN_REFRESH_RATE;
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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(microseconds current_system_time_us) {
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if (frame_advancing_enabled) {
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// Frame advancing is enabled: wait on event instead of doing framelimiting
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frame_advance_event.Wait();
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frame_advance_event.Reset();
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return;
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}
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2018-01-26 10:54:40 +05:30
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if (!Settings::values.use_frame_limit) {
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return;
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}
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auto now = Clock::now();
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double sleep_scale = Settings::values.frame_limit / 100.0;
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// Max lag caused by slow frames. Shouldn't be more than the length of a frame at the current
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// speed percent or it will clamp too much and prevent this from properly limiting to that
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// percent. High values means it'll take longer after a slow frame to recover and start limiting
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const microseconds max_lag_time_us = duration_cast<microseconds>(
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std::chrono::duration<double, std::chrono::microseconds::period>(25ms / sleep_scale));
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frame_limiting_delta_err += duration_cast<microseconds>(
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std::chrono::duration<double, std::chrono::microseconds::period>(
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(current_system_time_us - previous_system_time_us) / sleep_scale));
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frame_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime);
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frame_limiting_delta_err =
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std::clamp(frame_limiting_delta_err, -max_lag_time_us, max_lag_time_us);
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if (frame_limiting_delta_err > microseconds::zero()) {
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std::this_thread::sleep_for(frame_limiting_delta_err);
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auto now_after_sleep = Clock::now();
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frame_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now);
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now = now_after_sleep;
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}
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previous_system_time_us = current_system_time_us;
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previous_walltime = now;
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}
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2018-10-01 21:09:22 +05:30
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void FrameLimiter::SetFrameAdvancing(bool value) {
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const bool was_enabled = frame_advancing_enabled.exchange(value);
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if (was_enabled && !value) {
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// Set the event to let emulation continue
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frame_advance_event.Set();
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}
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}
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void FrameLimiter::AdvanceFrame() {
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if (!frame_advancing_enabled) {
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// Start frame advancing
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frame_advancing_enabled = true;
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}
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frame_advance_event.Set();
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}
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} // namespace Core
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