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authorGravatar ameerj2021-05-15 20:34:20 -0400
committerGravatar ameerj2021-05-15 20:34:20 -0400
commit5bef54618a2850e42f7bab45120dab9166468a25 (patch)
treeadc5dbbe050488eb0d85b7a38a5c8310dca9ef92 /src/core/perf_stats.cpp
parentMerge pull request #6300 from Morph1984/mbedtls (diff)
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perf_stats: Rework FPS counter to be more accurate
The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case. This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics. The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values. The status bar update frequency was also changed from 2 seconds to 500ms.
Diffstat (limited to 'src/core/perf_stats.cpp')
-rw-r--r--src/core/perf_stats.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/core/perf_stats.cpp b/src/core/perf_stats.cpp
index c92337079..526c017cd 100644
--- a/src/core/perf_stats.cpp
+++ b/src/core/perf_stats.cpp
@@ -69,9 +69,7 @@ void PerfStats::EndSystemFrame() {
69} 69}
70 70
71void PerfStats::EndGameFrame() { 71void PerfStats::EndGameFrame() {
72 std::lock_guard lock{object_mutex}; 72 game_frames.fetch_add(1, std::memory_order_relaxed);
73
74 game_frames += 1;
75} 73}
76 74
77double PerfStats::GetMeanFrametime() const { 75double PerfStats::GetMeanFrametime() const {
@@ -94,10 +92,11 @@ PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us
94 const auto interval = duration_cast<DoubleSecs>(now - reset_point).count(); 92 const auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
95 93
96 const auto system_us_per_second = (current_system_time_us - reset_point_system_us) / interval; 94 const auto system_us_per_second = (current_system_time_us - reset_point_system_us) / interval;
97 95 const auto current_frames = static_cast<double>(game_frames.load(std::memory_order_relaxed));
96 const auto current_fps = current_frames / interval;
98 const PerfStatsResults results{ 97 const PerfStatsResults results{
99 .system_fps = static_cast<double>(system_frames) / interval, 98 .system_fps = static_cast<double>(system_frames) / interval,
100 .game_fps = static_cast<double>(game_frames) / interval, 99 .average_game_fps = (current_fps + previous_fps) / 2.0,
101 .frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() / 100 .frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() /
102 static_cast<double>(system_frames), 101 static_cast<double>(system_frames),
103 .emulation_speed = system_us_per_second.count() / 1'000'000.0, 102 .emulation_speed = system_us_per_second.count() / 1'000'000.0,
@@ -108,7 +107,8 @@ PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us
108 reset_point_system_us = current_system_time_us; 107 reset_point_system_us = current_system_time_us;
109 accumulated_frametime = Clock::duration::zero(); 108 accumulated_frametime = Clock::duration::zero();
110 system_frames = 0; 109 system_frames = 0;
111 game_frames = 0; 110 game_frames.store(0, std::memory_order_relaxed);
111 previous_fps = current_fps;
112 112
113 return results; 113 return results;
114} 114}