065867e2c2
* common: fs: fs_types: Create filesystem types Contains various filesystem types used by the Common::FS library * common: fs: fs_util: Add std::string to std::u8string conversion utility * common: fs: path_util: Add utlity functions for paths Contains various utility functions for getting or manipulating filesystem paths used by the Common::FS library * common: fs: file: Rewrite the IOFile implementation * common: fs: Reimplement Common::FS library using std::filesystem * common: fs: fs_paths: Add fs_paths to replace common_paths * common: fs: path_util: Add the rest of the path functions * common: Remove the previous Common::FS implementation * general: Remove unused fs includes * string_util: Remove unused function and include * nvidia_flags: Migrate to the new Common::FS library * settings: Migrate to the new Common::FS library * logging: backend: Migrate to the new Common::FS library * core: Migrate to the new Common::FS library * perf_stats: Migrate to the new Common::FS library * reporter: Migrate to the new Common::FS library * telemetry_session: Migrate to the new Common::FS library * key_manager: Migrate to the new Common::FS library * bis_factory: Migrate to the new Common::FS library * registered_cache: Migrate to the new Common::FS library * xts_archive: Migrate to the new Common::FS library * service: acc: Migrate to the new Common::FS library * applets/profile: Migrate to the new Common::FS library * applets/web: Migrate to the new Common::FS library * service: filesystem: Migrate to the new Common::FS library * loader: Migrate to the new Common::FS library * gl_shader_disk_cache: Migrate to the new Common::FS library * nsight_aftermath_tracker: Migrate to the new Common::FS library * vulkan_library: Migrate to the new Common::FS library * configure_debug: Migrate to the new Common::FS library * game_list_worker: Migrate to the new Common::FS library * config: Migrate to the new Common::FS library * configure_filesystem: Migrate to the new Common::FS library * configure_per_game_addons: Migrate to the new Common::FS library * configure_profile_manager: Migrate to the new Common::FS library * configure_ui: Migrate to the new Common::FS library * input_profiles: Migrate to the new Common::FS library * yuzu_cmd: config: Migrate to the new Common::FS library * yuzu_cmd: Migrate to the new Common::FS library * vfs_real: Migrate to the new Common::FS library * vfs: Migrate to the new Common::FS library * vfs_libzip: Migrate to the new Common::FS library * service: bcat: Migrate to the new Common::FS library * yuzu: main: Migrate to the new Common::FS library * vfs_real: Delete the contents of an existing file in CreateFile Current usages of CreateFile expect to delete the contents of an existing file, retain this behavior for now. * input_profiles: Don't iterate the input profile dir if it does not exist Silences an error produced in the log if the directory does not exist. * game_list_worker: Skip parsing file if the returned VfsFile is nullptr Prevents crashes in GetLoader when the virtual file is nullptr * common: fs: Validate paths for path length * service: filesystem: Open the mod load directory as read only
164 lines
5.8 KiB
C++
164 lines
5.8 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <chrono>
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#include <iterator>
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#include <mutex>
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#include <numeric>
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#include <sstream>
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#include <thread>
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#include <fmt/chrono.h>
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#include <fmt/format.h>
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#include "common/fs/file.h"
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#include "common/fs/fs.h"
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#include "common/fs/path_util.h"
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#include "common/math_util.h"
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#include "common/settings.h"
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#include "core/perf_stats.h"
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using namespace std::chrono_literals;
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using DoubleSecs = std::chrono::duration<double, std::chrono::seconds::period>;
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using std::chrono::duration_cast;
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using std::chrono::microseconds;
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// Purposefully ignore the first five frames, as there's a significant amount of overhead in
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// booting that we shouldn't account for
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constexpr std::size_t IgnoreFrames = 5;
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namespace Core {
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PerfStats::PerfStats(u64 title_id_) : title_id(title_id_) {}
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PerfStats::~PerfStats() {
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if (!Settings::values.record_frame_times || title_id == 0) {
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return;
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}
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const std::time_t t = std::time(nullptr);
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std::ostringstream stream;
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std::copy(perf_history.begin() + IgnoreFrames, perf_history.begin() + current_index,
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std::ostream_iterator<double>(stream, "\n"));
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const auto path = Common::FS::GetYuzuPath(Common::FS::YuzuPath::LogDir);
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// %F Date format expanded is "%Y-%m-%d"
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const auto filename = fmt::format("{:%F-%H-%M}_{:016X}.csv", *std::localtime(&t), title_id);
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const auto filepath = path / filename;
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if (Common::FS::CreateParentDir(filepath)) {
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Common::FS::IOFile file(filepath, Common::FS::FileAccessMode::Write,
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Common::FS::FileType::TextFile);
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void(file.WriteString(stream.str()));
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}
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}
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void PerfStats::BeginSystemFrame() {
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std::lock_guard lock{object_mutex};
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frame_begin = Clock::now();
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}
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void PerfStats::EndSystemFrame() {
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std::lock_guard lock{object_mutex};
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auto frame_end = Clock::now();
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const auto frame_time = frame_end - frame_begin;
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if (current_index < perf_history.size()) {
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perf_history[current_index++] =
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std::chrono::duration<double, std::milli>(frame_time).count();
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}
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accumulated_frametime += frame_time;
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system_frames += 1;
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previous_frame_length = frame_end - previous_frame_end;
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previous_frame_end = frame_end;
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}
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void PerfStats::EndGameFrame() {
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game_frames.fetch_add(1, std::memory_order_relaxed);
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}
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double PerfStats::GetMeanFrametime() const {
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std::lock_guard lock{object_mutex};
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if (current_index <= IgnoreFrames) {
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return 0;
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}
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const double sum = std::accumulate(perf_history.begin() + IgnoreFrames,
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perf_history.begin() + current_index, 0.0);
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return sum / static_cast<double>(current_index - IgnoreFrames);
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}
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PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us) {
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std::lock_guard lock{object_mutex};
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const auto now = Clock::now();
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// Walltime elapsed since stats were reset
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const auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
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const auto system_us_per_second = (current_system_time_us - reset_point_system_us) / interval;
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const auto current_frames = static_cast<double>(game_frames.load(std::memory_order_relaxed));
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const auto current_fps = current_frames / interval;
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const PerfStatsResults results{
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.system_fps = static_cast<double>(system_frames) / interval,
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.average_game_fps = (current_fps + previous_fps) / 2.0,
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.frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() /
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static_cast<double>(system_frames),
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.emulation_speed = system_us_per_second.count() / 1'000'000.0,
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};
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// Reset counters
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reset_point = now;
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reset_point_system_us = current_system_time_us;
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accumulated_frametime = Clock::duration::zero();
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system_frames = 0;
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game_frames.store(0, std::memory_order_relaxed);
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previous_fps = current_fps;
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return results;
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}
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double PerfStats::GetLastFrameTimeScale() const {
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std::lock_guard lock{object_mutex};
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constexpr double FRAME_LENGTH = 1.0 / 60;
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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(microseconds current_system_time_us) {
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if (!Settings::values.use_frame_limit.GetValue() ||
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Settings::values.use_multi_core.GetValue()) {
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return;
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}
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auto now = Clock::now();
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const double sleep_scale = Settings::values.frame_limit.GetValue() / 100.0;
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// Max lag caused by slow frames. Shouldn't be more than the length of a frame at the current
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// speed percent or it will clamp too much and prevent this from properly limiting to that
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// percent. High values means it'll take longer after a slow frame to recover and start
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// limiting
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const microseconds max_lag_time_us = duration_cast<microseconds>(
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std::chrono::duration<double, std::chrono::microseconds::period>(25ms / sleep_scale));
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frame_limiting_delta_err += duration_cast<microseconds>(
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std::chrono::duration<double, std::chrono::microseconds::period>(
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(current_system_time_us - previous_system_time_us) / sleep_scale));
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frame_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime);
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frame_limiting_delta_err =
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std::clamp(frame_limiting_delta_err, -max_lag_time_us, max_lag_time_us);
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if (frame_limiting_delta_err > microseconds::zero()) {
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std::this_thread::sleep_for(frame_limiting_delta_err);
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auto now_after_sleep = Clock::now();
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frame_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now);
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now = now_after_sleep;
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}
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previous_system_time_us = current_system_time_us;
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previous_walltime = now;
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}
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} // namespace Core
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