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https://github.com/Lime3DS/Lime3DS
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PerfStats: Add method to get the instantaneous time ratio
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3 changed files with 22 additions and 7 deletions
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@ -5,7 +5,7 @@
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#include <algorithm>
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#include <cmath>
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#include "common/assert.h"
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#include "common/profiler_reporting.h"
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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#include "core/frontend/key_map.h"
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#include "video_core/video_core.h"
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@ -104,8 +104,7 @@ void EmuWindow::AccelerometerChanged(float x, float y, float z) {
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void EmuWindow::GyroscopeChanged(float x, float y, float z) {
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constexpr float FULL_FPS = 60;
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float coef = GetGyroscopeRawToDpsCoefficient();
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float stretch =
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FULL_FPS / Common::Profiling::GetTimingResultsAggregator()->GetAggregatedResults().fps;
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float stretch = Core::System::GetInstance().perf_stats.Lock()->GetLastFrameTimeScale();
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std::lock_guard<std::mutex> lock(gyro_mutex);
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gyro_x = static_cast<s16>(x * coef * stretch);
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gyro_y = static_cast<s16>(y * coef * stretch);
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@ -6,6 +6,9 @@
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#include "core/hw/gpu.h"
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#include "core/perf_stats.h"
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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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namespace Core {
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void PerfStats::BeginSystemFrame() {
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@ -16,6 +19,9 @@ void PerfStats::EndSystemFrame() {
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auto frame_end = Clock::now();
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accumulated_frametime += frame_end - frame_begin;
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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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@ -23,9 +29,6 @@ void PerfStats::EndGameFrame() {
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}
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PerfStats::Results PerfStats::GetAndResetStats(u64 current_system_time_us) {
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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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auto now = Clock::now();
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// Walltime elapsed since stats were reset
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auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
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@ -50,4 +53,9 @@ PerfStats::Results PerfStats::GetAndResetStats(u64 current_system_time_us) {
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return results;
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}
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double PerfStats::GetLastFrameTimeScale() {
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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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} // namespace Core
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@ -30,11 +30,19 @@ public:
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Results GetAndResetStats(u64 current_system_time_us);
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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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private:
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Clock::time_point reset_point = Clock::now();
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Clock::time_point frame_begin;
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Clock::time_point frame_begin = reset_point;
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Clock::time_point previous_frame_end = reset_point;
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Clock::duration accumulated_frametime = Clock::duration::zero();
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Clock::duration previous_frame_length = Clock::duration::zero();
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u64 reset_point_system_us = 0;
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u32 system_frames = 0;
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u32 game_frames = 0;
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