core_timing: Make GetGlobalTimeUs() return std::chrono::microseconds
Enforces the time unit being returned and also allows using the standard time utilities to manipulate it.
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@ -226,8 +226,8 @@ void Idle() {
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downcount = 0;
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}
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u64 GetGlobalTimeUs() {
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return GetTicks() * 1000000 / BASE_CLOCK_RATE;
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std::chrono::microseconds GetGlobalTimeUs() {
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return std::chrono::microseconds{GetTicks() * 1000000 / BASE_CLOCK_RATE};
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}
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int GetDowncount() {
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@ -17,6 +17,7 @@
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* ScheduleEvent(periodInCycles - cyclesLate, callback, "whatever")
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*/
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#include <chrono>
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#include <functional>
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#include <string>
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#include "common/common_types.h"
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@ -86,7 +87,7 @@ void ClearPendingEvents();
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void ForceExceptionCheck(s64 cycles);
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u64 GetGlobalTimeUs();
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std::chrono::microseconds GetGlobalTimeUs();
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int GetDowncount();
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@ -40,22 +40,21 @@ void PerfStats::EndGameFrame() {
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game_frames += 1;
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}
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PerfStats::Results PerfStats::GetAndResetStats(u64 current_system_time_us) {
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PerfStats::Results PerfStats::GetAndResetStats(microseconds current_system_time_us) {
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std::lock_guard<std::mutex> lock(object_mutex);
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auto now = Clock::now();
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const 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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const auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
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auto system_us_per_second =
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static_cast<double>(current_system_time_us - reset_point_system_us) / interval;
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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 / 1'000'000.0;
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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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@ -74,7 +73,7 @@ double PerfStats::GetLastFrameTimeScale() {
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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(u64 current_system_time_us) {
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void FrameLimiter::DoFrameLimiting(microseconds current_system_time_us) {
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// Max lag caused by slow frames. Can be adjusted to compensate for too many slow frames. Higher
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// values increase the time needed to recover and limit framerate again after spikes.
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constexpr microseconds MAX_LAG_TIME_US = 25ms;
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@ -33,7 +33,7 @@ public:
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void EndSystemFrame();
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void EndGameFrame();
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Results GetAndResetStats(u64 current_system_time_us);
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Results GetAndResetStats(std::chrono::microseconds 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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@ -47,7 +47,7 @@ private:
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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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/// System time when the cumulative counters were reset
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u64 reset_point_system_us = 0;
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std::chrono::microseconds reset_point_system_us{0};
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/// Cumulative duration (excluding v-sync/frame-limiting) of frames since last reset
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Clock::duration accumulated_frametime = Clock::duration::zero();
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@ -68,11 +68,11 @@ class FrameLimiter {
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public:
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using Clock = std::chrono::high_resolution_clock;
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void DoFrameLimiting(u64 current_system_time_us);
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void DoFrameLimiting(std::chrono::microseconds current_system_time_us);
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private:
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/// Emulated system time (in microseconds) at the last limiter invocation
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u64 previous_system_time_us = 0;
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std::chrono::microseconds previous_system_time_us{0};
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/// Walltime at the last limiter invocation
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Clock::time_point previous_walltime = Clock::now();
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