// SPDX-FileCopyrightText: 2017 Citra Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include #include #include #include #include #include #include #include #include #include "common/fs/file.h" #include "common/fs/fs.h" #include "common/fs/path_util.h" #include "common/settings.h" #include "core/perf_stats.h" using namespace std::chrono_literals; using DoubleSecs = std::chrono::duration; using std::chrono::duration_cast; using std::chrono::microseconds; // Purposefully ignore the first five frames, as there's a significant amount of overhead in // booting that we shouldn't account for constexpr std::size_t IgnoreFrames = 5; namespace Core { PerfStats::PerfStats(u64 title_id_) : title_id(title_id_) {} PerfStats::~PerfStats() { if (!Settings::values.record_frame_times || title_id == 0) { return; } const std::time_t t = std::time(nullptr); std::ostringstream stream; std::copy(perf_history.begin() + IgnoreFrames, perf_history.begin() + current_index, std::ostream_iterator(stream, "\n")); const auto path = Common::FS::GetYuzuPath(Common::FS::YuzuPath::LogDir); // %F Date format expanded is "%Y-%m-%d" const auto filename = fmt::format("{:%F-%H-%M}_{:016X}.csv", *std::localtime(&t), title_id); const auto filepath = path / filename; if (Common::FS::CreateParentDir(filepath)) { Common::FS::IOFile file(filepath, Common::FS::FileAccessMode::Write, Common::FS::FileType::TextFile); void(file.WriteString(stream.str())); } } void PerfStats::BeginSystemFrame() { std::scoped_lock lock{object_mutex}; frame_begin = Clock::now(); } void PerfStats::EndSystemFrame() { std::scoped_lock lock{object_mutex}; auto frame_end = Clock::now(); const auto frame_time = frame_end - frame_begin; if (current_index < perf_history.size()) { perf_history[current_index++] = std::chrono::duration(frame_time).count(); } accumulated_frametime += frame_time; system_frames += 1; previous_frame_length = frame_end - previous_frame_end; previous_frame_end = frame_end; } void PerfStats::EndGameFrame() { game_frames.fetch_add(1, std::memory_order_relaxed); } double PerfStats::GetMeanFrametime() const { std::scoped_lock lock{object_mutex}; if (current_index <= IgnoreFrames) { return 0; } const double sum = std::accumulate(perf_history.begin() + IgnoreFrames, perf_history.begin() + current_index, 0.0); return sum / static_cast(current_index - IgnoreFrames); } PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us) { std::scoped_lock lock{object_mutex}; const auto now = Clock::now(); // Walltime elapsed since stats were reset const auto interval = duration_cast(now - reset_point).count(); const auto system_us_per_second = (current_system_time_us - reset_point_system_us) / interval; const auto current_frames = static_cast(game_frames.load(std::memory_order_relaxed)); const auto current_fps = current_frames / interval; const PerfStatsResults results{ .system_fps = static_cast(system_frames) / interval, .average_game_fps = (current_fps + previous_fps) / 2.0, .frametime = duration_cast(accumulated_frametime).count() / static_cast(system_frames), .emulation_speed = system_us_per_second.count() / 1'000'000.0, }; // Reset counters reset_point = now; reset_point_system_us = current_system_time_us; accumulated_frametime = Clock::duration::zero(); system_frames = 0; game_frames.store(0, std::memory_order_relaxed); previous_fps = current_fps; return results; } double PerfStats::GetLastFrameTimeScale() const { std::scoped_lock lock{object_mutex}; constexpr double FRAME_LENGTH = 1.0 / 60; return duration_cast(previous_frame_length).count() / FRAME_LENGTH; } void SpeedLimiter::DoSpeedLimiting(microseconds current_system_time_us) { if (Settings::values.use_multi_core.GetValue() || !Settings::values.use_speed_limit.GetValue()) { return; } auto now = Clock::now(); const double sleep_scale = Settings::values.speed_limit.GetValue() / 100.0; // Max lag caused by slow frames. Shouldn't be more than the length of a frame at the current // speed percent or it will clamp too much and prevent this from properly limiting to that // percent. High values means it'll take longer after a slow frame to recover and start // limiting const microseconds max_lag_time_us = duration_cast( std::chrono::duration(25ms / sleep_scale)); speed_limiting_delta_err += duration_cast( std::chrono::duration( (current_system_time_us - previous_system_time_us) / sleep_scale)); speed_limiting_delta_err -= duration_cast(now - previous_walltime); speed_limiting_delta_err = std::clamp(speed_limiting_delta_err, -max_lag_time_us, max_lag_time_us); if (speed_limiting_delta_err > microseconds::zero()) { std::this_thread::sleep_for(speed_limiting_delta_err); auto now_after_sleep = Clock::now(); speed_limiting_delta_err -= duration_cast(now_after_sleep - now); now = now_after_sleep; } previous_system_time_us = current_system_time_us; previous_walltime = now; } } // namespace Core