ryujinx/Ryujinx/Ui/GLScreen.cs
BaronKiko a07086c280 Built in profiling (#567)
* Profiler initial setup

* Capture actual timing data

* Profiling data dumped to file on close

* Support for multiple sessions under the same name

* Service profiling

* Sort output for easier read

* csv output

* Split session into 2 seperate values

* Refactor name to category

* Basic profiling window dummy. Toggle with F1 or set key with config
No actual data displayed yet, just a pretty triangle

* Simple font rendering

* Display some actual timing data

* Fix font bearing being ignored

* x bearing and advance. Fixed y bearing calc

* Different coloured lines to make reading easier

* Scrolling

* Multiple columns for name

* Column titles

* display in ms rather than ticks

* Bars to display times

* Sortable columns

* Regex filtering

* Better instant timing calculation
Fixed minor regex bug

* Better filtering
Better max value calculation
Skip some rendering to reduce profiler weight

* Variable update rate

* Show/hide inactive button
Some other touchups

* Add missing project reference

* Hide inactive and pause

* Fix viewport errors

* Update initial window position

* Variable name cleanup

* Disable timing dump by default

* Internal Profile refactor and cleanup

* Timing info cleanup

* Profile config cleanup

* Settings cleanup

* Button refactor

* Profile refactor

* Profile window cleanup

* Window manager refactor

* Font service cleanup

* Fixed bug in profiling method where method was called twice without profiling enabled

* Allow update rates of less than 1hz

* Stop using window.run because it's apparently not great for performance.
Some other performance things, should only draw a new frame when something has changed

* Improved time tracking to keep history

* Profile window was getting too long so I added regions and split bar rendering out into partial class

* Dummy graph view with button to toggle

* Realtime graphing initial commit

* Display totals on new bar

* Simple zooming support with arrow keys

* Limit graph zoom and label start and stop

* Added support for timing flags

* Stop data running away when paused and frame updated

* Manual step button

* Update at when flag issued (ie every frame)

* Removed useless finish profiling call

* Enable and disable profiling at compile time.

* Better plage for frame swap flag, also kept enough flags to cover larger time spans

* No more stopwatches created, uses PerformanceCounter now

* public and internal fields to props

* Move visible update to update rather than draw as it causes a lockup if called from draw
Also added profile window disposal so closing main window closes profiler too

* Fixed optimization settings for profiled builds

* Appveyer script guess to add profiling builds

* Quotes

* 1 less quote

* Maybe escape space?

* Specify config

* Different approach

* Fix file paths

* Fix another path

* Better artifact naming

* Missing -

* test  string

* Removed for, to test

* readd for

* moved dashes around so artifacts can begin with letters

* quote env vars

* martix

* Removed configs

* Much more efficient capture, ConcurrentDictionary was causing too much overhead

* Skip repeating pixels during draw

* Stop ram usage getting too high. Compensating for cleanup doing more now

* Profile CPU, execute skipped because it's just too much work

* Fixed bug with skipping draws. Furthest needed to be reset every loop

* Less distracting colour for timing flags

* Removed profile method function. It just doesn't play nice with conditional compilation so best to remove it now before it's used a lot

* Null check for category, group and item

* Forgot to reset instant count/time

* Increment line when blank

* Fix threading conflict
Fixed instant count and time. Now accuratly represents the total time and count in the buffer

* Fixed bug in time rendering where times were being trimmed to an int.
Also added  microsecond/millisecond formatting to reduce the number of decimal places needed

* Support for multiple profiling levels

* Sometimes it would have to wait a long time for lock to clear so moved it to a tryenter and skip if already locked

* Dumb bug regarding clearing of timestamps. Start is already removed so no need to add it to the start

* Optimisations in drawing routine:
Only calculate bar top and bottom once per bar rather than once per timestamp
Pre-calculate the right side of the graph as it was being calculated multiple times per bar
Skip rendering timestamps that occupy the same pixel space now uses the raw timestamp to decide. While technically not as accurate it's much easier as the right side of the bar doesn't have to be calculated for a skipped timestamp

* Couple alignment changes

* Custom equals overload for profile config. The default implpmentation was just too slow

* Bump cleanup thread priority. It clears the timer queue so it need to be run frequently

* Fixed bug with scrolling caused by recent rendering optimisations. Simply forgot to increment the line index on a skipped line

* Stopped blocking memory disposal so much. Also parralised(?) cleanup call

* Uses Arial for font.

* Enable AA

* Inital seperated config support

* Fix profile input from keyboard

* Check toggle visible key from profiler

* Can't use conditional here as _profileWindow doesn't exist it non-profiling build

* Removed junk from merge in sln

* Fromatting cleanup for review

* Fiked small bug caused by race condition

* Added multiple flags with colours
Added way to set max flags

* Fixed flag times
Dispays time flags in window

* Colors for text frame times

* enable and disable flags button added
better fix for race crash

* Re factored npad out

* Explicitly specified type in foreach

* Removed extra line

* Added s to fix nit

* Comment to clarify default time

* Another s nit

* Ordering nit

* Uses Interlocked.Increment over lock

* Unindented #if's and #regions

* Comment to clarify these are indexes in the list

* Uses iequatable over override equals to avoid conversion and checks at runtime

* Removed no longer used variable
2019-04-26 14:53:10 +10:00

361 lines
10 KiB
C#

using OpenTK;
using OpenTK.Graphics;
using OpenTK.Input;
using Ryujinx.Graphics.Gal;
using Ryujinx.HLE;
using Ryujinx.HLE.Input;
using Ryujinx.Profiler;
using Ryujinx.Profiler.UI;
using System;
using System.Threading;
using Stopwatch = System.Diagnostics.Stopwatch;
namespace Ryujinx
{
public class GlScreen : GameWindow
{
private const int TouchScreenWidth = 1280;
private const int TouchScreenHeight = 720;
private const int TargetFps = 60;
private Switch _device;
private IGalRenderer _renderer;
private HidHotkeyButtons _prevHotkeyButtons = 0;
private KeyboardState? _keyboard = null;
private MouseState? _mouse = null;
private Thread _renderThread;
private bool _resizeEvent;
private bool _titleEvent;
private string _newTitle;
#if USE_PROFILING
private ProfileWindowManager _profileWindow;
#endif
public GlScreen(Switch device, IGalRenderer renderer)
: base(1280, 720,
new GraphicsMode(), "Ryujinx", 0,
DisplayDevice.Default, 3, 3,
GraphicsContextFlags.ForwardCompatible)
{
_device = device;
_renderer = renderer;
Location = new Point(
(DisplayDevice.Default.Width / 2) - (Width / 2),
(DisplayDevice.Default.Height / 2) - (Height / 2));
#if USE_PROFILING
// Start profile window, it will handle itself from there
_profileWindow = new ProfileWindowManager();
#endif
}
private void RenderLoop()
{
MakeCurrent();
Stopwatch chrono = new Stopwatch();
chrono.Start();
long ticksPerFrame = Stopwatch.Frequency / TargetFps;
long ticks = 0;
while (Exists && !IsExiting)
{
if (_device.WaitFifo())
{
_device.ProcessFrame();
}
_renderer.RunActions();
if (_resizeEvent)
{
_resizeEvent = false;
_renderer.RenderTarget.SetWindowSize(Width, Height);
}
ticks += chrono.ElapsedTicks;
chrono.Restart();
if (ticks >= ticksPerFrame)
{
RenderFrame();
//Queue max. 1 vsync
ticks = Math.Min(ticks - ticksPerFrame, ticksPerFrame);
}
}
}
public void MainLoop()
{
VSync = VSyncMode.Off;
Visible = true;
_renderer.RenderTarget.SetWindowSize(Width, Height);
Context.MakeCurrent(null);
//OpenTK doesn't like sleeps in its thread, to avoid this a renderer thread is created
_renderThread = new Thread(RenderLoop);
_renderThread.Start();
while (Exists && !IsExiting)
{
ProcessEvents();
if (!IsExiting)
{
UpdateFrame();
if (_titleEvent)
{
_titleEvent = false;
Title = _newTitle;
}
}
//Polling becomes expensive if it's not slept
Thread.Sleep(1);
}
}
private new void UpdateFrame()
{
HidHotkeyButtons currentHotkeyButtons = 0;
HidControllerButtons currentButton = 0;
HidJoystickPosition leftJoystick;
HidJoystickPosition rightJoystick;
int leftJoystickDx = 0;
int leftJoystickDy = 0;
int rightJoystickDx = 0;
int rightJoystickDy = 0;
//Keyboard Input
if (_keyboard.HasValue)
{
KeyboardState keyboard = _keyboard.Value;
#if USE_PROFILING
// Profiler input, lets the profiler get access to the main windows keyboard state
_profileWindow.UpdateKeyInput(keyboard);
#endif
// Normal Input
currentHotkeyButtons = Configuration.Instance.KeyboardControls.GetHotkeyButtons(keyboard);
currentButton = Configuration.Instance.KeyboardControls.GetButtons(keyboard);
(leftJoystickDx, leftJoystickDy) = Configuration.Instance.KeyboardControls.GetLeftStick(keyboard);
(rightJoystickDx, rightJoystickDy) = Configuration.Instance.KeyboardControls.GetRightStick(keyboard);
}
currentButton |= Configuration.Instance.GamepadControls.GetButtons();
//Keyboard has priority stick-wise
if (leftJoystickDx == 0 && leftJoystickDy == 0)
{
(leftJoystickDx, leftJoystickDy) = Configuration.Instance.GamepadControls.GetLeftStick();
}
if (rightJoystickDx == 0 && rightJoystickDy == 0)
{
(rightJoystickDx, rightJoystickDy) = Configuration.Instance.GamepadControls.GetRightStick();
}
leftJoystick = new HidJoystickPosition
{
Dx = leftJoystickDx,
Dy = leftJoystickDy
};
rightJoystick = new HidJoystickPosition
{
Dx = rightJoystickDx,
Dy = rightJoystickDy
};
currentButton |= _device.Hid.UpdateStickButtons(leftJoystick, rightJoystick);
bool hasTouch = false;
//Get screen touch position from left mouse click
//OpenTK always captures mouse events, even if out of focus, so check if window is focused.
if (Focused && _mouse?.LeftButton == ButtonState.Pressed)
{
MouseState mouse = _mouse.Value;
int scrnWidth = Width;
int scrnHeight = Height;
if (Width > (Height * TouchScreenWidth) / TouchScreenHeight)
{
scrnWidth = (Height * TouchScreenWidth) / TouchScreenHeight;
}
else
{
scrnHeight = (Width * TouchScreenHeight) / TouchScreenWidth;
}
int startX = (Width - scrnWidth) >> 1;
int startY = (Height - scrnHeight) >> 1;
int endX = startX + scrnWidth;
int endY = startY + scrnHeight;
if (mouse.X >= startX &&
mouse.Y >= startY &&
mouse.X < endX &&
mouse.Y < endY)
{
int scrnMouseX = mouse.X - startX;
int scrnMouseY = mouse.Y - startY;
int mX = (scrnMouseX * TouchScreenWidth) / scrnWidth;
int mY = (scrnMouseY * TouchScreenHeight) / scrnHeight;
HidTouchPoint currentPoint = new HidTouchPoint
{
X = mX,
Y = mY,
//Placeholder values till more data is acquired
DiameterX = 10,
DiameterY = 10,
Angle = 90
};
hasTouch = true;
_device.Hid.SetTouchPoints(currentPoint);
}
}
if (!hasTouch)
{
_device.Hid.SetTouchPoints();
}
HidControllerBase controller = _device.Hid.PrimaryController;
controller.SendInput(currentButton, leftJoystick, rightJoystick);
// Toggle vsync
if (currentHotkeyButtons.HasFlag(HidHotkeyButtons.ToggleVSync) &&
!_prevHotkeyButtons.HasFlag(HidHotkeyButtons.ToggleVSync))
{
_device.EnableDeviceVsync = !_device.EnableDeviceVsync;
}
_prevHotkeyButtons = currentHotkeyButtons;
}
private new void RenderFrame()
{
_renderer.RenderTarget.Render();
_device.Statistics.RecordSystemFrameTime();
double hostFps = _device.Statistics.GetSystemFrameRate();
double gameFps = _device.Statistics.GetGameFrameRate();
string titleSection = string.IsNullOrWhiteSpace(_device.System.CurrentTitle) ? string.Empty
: " | " + _device.System.CurrentTitle;
_newTitle = $"Ryujinx{titleSection} | Host FPS: {hostFps:0.0} | Game FPS: {gameFps:0.0} | " +
$"Game Vsync: {(_device.EnableDeviceVsync ? "On" : "Off")}";
_titleEvent = true;
SwapBuffers();
_device.System.SignalVsync();
_device.VsyncEvent.Set();
}
protected override void OnUnload(EventArgs e)
{
#if USE_PROFILING
_profileWindow.Close();
#endif
_renderThread.Join();
base.OnUnload(e);
}
protected override void OnResize(EventArgs e)
{
_resizeEvent = true;
}
protected override void OnKeyDown(KeyboardKeyEventArgs e)
{
bool toggleFullscreen = e.Key == Key.F11 ||
(e.Modifiers.HasFlag(KeyModifiers.Alt) && e.Key == Key.Enter);
if (WindowState == WindowState.Fullscreen)
{
if (e.Key == Key.Escape || toggleFullscreen)
{
WindowState = WindowState.Normal;
}
}
else
{
if (e.Key == Key.Escape)
{
Exit();
}
if (toggleFullscreen)
{
WindowState = WindowState.Fullscreen;
}
}
_keyboard = e.Keyboard;
}
protected override void OnKeyUp(KeyboardKeyEventArgs e)
{
_keyboard = e.Keyboard;
}
protected override void OnMouseDown(MouseButtonEventArgs e)
{
_mouse = e.Mouse;
}
protected override void OnMouseUp(MouseButtonEventArgs e)
{
_mouse = e.Mouse;
}
protected override void OnMouseMove(MouseMoveEventArgs e)
{
_mouse = e.Mouse;
}
}
}