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.
This commit is contained in:
ameerj 2021-05-15 20:34:20 -04:00
parent 904584e4ba
commit 5bef54618a
10 changed files with 26 additions and 14 deletions

View file

@ -69,9 +69,7 @@ void PerfStats::EndSystemFrame() {
}
void PerfStats::EndGameFrame() {
std::lock_guard lock{object_mutex};
game_frames += 1;
game_frames.fetch_add(1, std::memory_order_relaxed);
}
double PerfStats::GetMeanFrametime() const {
@ -94,10 +92,11 @@ PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us
const auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
const auto system_us_per_second = (current_system_time_us - reset_point_system_us) / interval;
const auto current_frames = static_cast<double>(game_frames.load(std::memory_order_relaxed));
const auto current_fps = current_frames / interval;
const PerfStatsResults results{
.system_fps = static_cast<double>(system_frames) / interval,
.game_fps = static_cast<double>(game_frames) / interval,
.average_game_fps = (current_fps + previous_fps) / 2.0,
.frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() /
static_cast<double>(system_frames),
.emulation_speed = system_us_per_second.count() / 1'000'000.0,
@ -108,7 +107,8 @@ PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us
reset_point_system_us = current_system_time_us;
accumulated_frametime = Clock::duration::zero();
system_frames = 0;
game_frames = 0;
game_frames.store(0, std::memory_order_relaxed);
previous_fps = current_fps;
return results;
}