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Port yuzu-emu/yuzu#4472: "perf_stats: Mark GetMeanFrametime() as const" (#5498)
The general pattern is to mark mutexes as mutable when it comes to matters of constness, given the mutex acts as a transient member of a data structure. Co-Authored-By: LC <lioncash@users.noreply.github.com>
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2 changed files with 10 additions and 10 deletions
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@ -73,15 +73,16 @@ void PerfStats::EndGameFrame() {
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game_frames += 1;
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}
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double PerfStats::GetMeanFrametime() {
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double PerfStats::GetMeanFrametime() const {
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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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perf_history.begin() + current_index, 0.0);
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return sum / static_cast<double>(current_index - IgnoreFrames);
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}
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PerfStats::Results PerfStats::GetAndResetStats(microseconds current_system_time_us) {
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@ -110,7 +111,7 @@ PerfStats::Results PerfStats::GetAndResetStats(microseconds current_system_time_
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return results;
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}
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double PerfStats::GetLastFrameTimeScale() {
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double PerfStats::GetLastFrameTimeScale() const {
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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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@ -21,7 +21,6 @@ namespace Core {
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class PerfStats {
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public:
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explicit PerfStats(u64 title_id);
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~PerfStats();
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using Clock = std::chrono::high_resolution_clock;
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@ -44,18 +43,18 @@ public:
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Results GetAndResetStats(std::chrono::microseconds current_system_time_us);
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/**
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* Returns the Arthimetic Mean of all frametime values stored in the performance history.
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* Returns the arithmetic mean of all frametime values stored in the performance history.
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*/
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double GetMeanFrametime();
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double GetMeanFrametime() const;
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/**
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* Gets the ratio between walltime and the emulated time of the previous system frame. This is
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* useful for scaling inputs or outputs moving between the two time domains.
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*/
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double GetLastFrameTimeScale();
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double GetLastFrameTimeScale() const;
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private:
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std::mutex object_mutex{};
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mutable std::mutex object_mutex;
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/// Title ID for the game that is running. 0 if there is no game running yet
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u64 title_id{0};
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@ -63,7 +62,7 @@ private:
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std::size_t current_index{0};
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/// Stores an hour of historical frametime data useful for processing and tracking performance
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/// regressions with code changes.
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std::array<double, 216000> perf_history = {};
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std::array<double, 216000> perf_history{};
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/// Point when the cumulative counters were reset
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Clock::time_point reset_point = Clock::now();
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