Add frametime logging for tracking performance over time
Co-Authored-By: jroweboy <jroweboy@gmail.com>
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parent
07a0242535
commit
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7 changed files with 90 additions and 10 deletions
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@ -4,6 +4,7 @@
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#pragma once
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#include <array>
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#include <chrono>
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#include <mutex>
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#include "common/common_types.h"
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@ -27,6 +28,10 @@ struct PerfStatsResults {
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*/
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class PerfStats {
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public:
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explicit PerfStats(u64 title_id);
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~PerfStats();
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using Clock = std::chrono::high_resolution_clock;
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void BeginSystemFrame();
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@ -35,6 +40,11 @@ public:
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PerfStatsResults GetAndResetStats(std::chrono::microseconds current_system_time_us);
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/**
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* Returns the Arthimetic Mean of all frametime values stored in the performance history.
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*/
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double GetMeanFrametime();
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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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@ -42,7 +52,15 @@ public:
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double GetLastFrameTimeScale();
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private:
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std::mutex object_mutex;
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std::mutex object_mutex{};
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/// Title ID for the game that is running. 0 if there is no game running yet
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u64 title_id{0};
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/// Current index for writing to the perf_history array
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std::size_t current_index{0};
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/// Stores an hour of historical frametime data useful for processing and tracking performance
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/// regressions with code changes.
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std::array<double, 216000> perf_history = {};
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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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