Timing: Optimize Timestamp Aquisition (#479)

* Timing: Optimize Timestamp Aquisition

Currently, we make use of Environment.TickCount in a number of places. This has some downsides, mainly being that the TickCount is a signed 32-bit integer, and has an effective limit of ~25 days before overflowing and wrapping around. Due to the signed-ness of the value, this also caused issues with negative numbers. This resolves these issues by using a 64-bit tick count obtained from Performance Counters (via the Stopwatch class). This has a beneficial side effect of being significantly more accurate than the TickCount.

* Timing: Rename ElapsedTicks to ElapsedMilliseconds and expose TicksPerX

* Timing: Some style changes

* Timing: Align static variable initialization
This commit is contained in:
jduncanator 2018-10-29 09:31:13 +11:00 committed by gdkchan
parent b956bbc32c
commit c1b7340023
6 changed files with 102 additions and 49 deletions

View file

@ -1,3 +1,4 @@
using Ryujinx.Common;
using Ryujinx.Graphics.Gal;
using Ryujinx.Graphics.Memory;
using Ryujinx.Graphics.Texture;
@ -851,7 +852,7 @@ namespace Ryujinx.Graphics
//TODO: Implement counters.
long Counter = 1;
long Timestamp = (uint)Environment.TickCount;
long Timestamp = PerformanceCounter.ElapsedMilliseconds;
Timestamp = (long)(Timestamp * 615384.615385);