bff1453282
The precision of sleep_for and wait_for is limited to 1-1.5ms on Windows. Using SleepForOneTick() allows us to sleep for exactly one interval of the current timer resolution. This allows us to take advantage of systems that have a timer resolution of 0.5ms to reduce CPU overhead in the event loop.
62 lines
1.9 KiB
C++
62 lines
1.9 KiB
C++
// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <chrono>
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#include <memory>
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#include "common/common_types.h"
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namespace Common {
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class WallClock {
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public:
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static constexpr u64 NS_RATIO = 1'000'000'000;
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static constexpr u64 US_RATIO = 1'000'000;
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static constexpr u64 MS_RATIO = 1'000;
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virtual ~WallClock() = default;
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/// Returns current wall time in nanoseconds
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[[nodiscard]] virtual std::chrono::nanoseconds GetTimeNS() = 0;
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/// Returns current wall time in microseconds
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[[nodiscard]] virtual std::chrono::microseconds GetTimeUS() = 0;
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/// Returns current wall time in milliseconds
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[[nodiscard]] virtual std::chrono::milliseconds GetTimeMS() = 0;
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/// Returns current wall time in emulated clock cycles
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[[nodiscard]] virtual u64 GetClockCycles() = 0;
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/// Returns current wall time in emulated cpu cycles
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[[nodiscard]] virtual u64 GetCPUCycles() = 0;
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virtual void Pause(bool is_paused) = 0;
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/// Tells if the wall clock, uses the host CPU's hardware clock
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[[nodiscard]] bool IsNative() const {
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return is_native;
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}
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protected:
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explicit WallClock(u64 emulated_cpu_frequency_, u64 emulated_clock_frequency_, bool is_native_)
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: emulated_cpu_frequency{emulated_cpu_frequency_},
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emulated_clock_frequency{emulated_clock_frequency_}, is_native{is_native_} {}
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u64 emulated_cpu_frequency;
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u64 emulated_clock_frequency;
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private:
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bool is_native;
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};
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[[nodiscard]] std::unique_ptr<WallClock> CreateBestMatchingClock(u64 emulated_cpu_frequency,
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u64 emulated_clock_frequency);
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[[nodiscard]] std::unique_ptr<WallClock> CreateStandardWallClock(u64 emulated_cpu_frequency,
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u64 emulated_clock_frequency);
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} // namespace Common
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