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path: root/Ryujinx.HLE/PerformanceStatistics.cs
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Diffstat (limited to 'Ryujinx.HLE/PerformanceStatistics.cs')
-rw-r--r--Ryujinx.HLE/PerformanceStatistics.cs78
1 files changed, 39 insertions, 39 deletions
diff --git a/Ryujinx.HLE/PerformanceStatistics.cs b/Ryujinx.HLE/PerformanceStatistics.cs
index 2dabd9a0..408e5d72 100644
--- a/Ryujinx.HLE/PerformanceStatistics.cs
+++ b/Ryujinx.HLE/PerformanceStatistics.cs
@@ -10,43 +10,43 @@ namespace Ryujinx.HLE
private const int FrameTypeSystem = 0;
private const int FrameTypeGame = 1;
- private double[] AverageFrameRate;
- private double[] AccumulatedFrameTime;
- private double[] PreviousFrameTime;
+ private double[] _averageFrameRate;
+ private double[] _accumulatedFrameTime;
+ private double[] _previousFrameTime;
- private long[] FramesRendered;
+ private long[] _framesRendered;
- private object[] FrameLock;
+ private object[] _frameLock;
- private double TicksToSeconds;
+ private double _ticksToSeconds;
- private Stopwatch ExecutionTime;
+ private Stopwatch _executionTime;
- private Timer ResetTimer;
+ private Timer _resetTimer;
public PerformanceStatistics()
{
- AverageFrameRate = new double[2];
- AccumulatedFrameTime = new double[2];
- PreviousFrameTime = new double[2];
+ _averageFrameRate = new double[2];
+ _accumulatedFrameTime = new double[2];
+ _previousFrameTime = new double[2];
- FramesRendered = new long[2];
+ _framesRendered = new long[2];
- FrameLock = new object[] { new object(), new object() };
+ _frameLock = new object[] { new object(), new object() };
- ExecutionTime = new Stopwatch();
+ _executionTime = new Stopwatch();
- ExecutionTime.Start();
+ _executionTime.Start();
- ResetTimer = new Timer(1000);
+ _resetTimer = new Timer(1000);
- ResetTimer.Elapsed += ResetTimerElapsed;
+ _resetTimer.Elapsed += ResetTimerElapsed;
- ResetTimer.AutoReset = true;
+ _resetTimer.AutoReset = true;
- ResetTimer.Start();
+ _resetTimer.Start();
- TicksToSeconds = 1.0 / Stopwatch.Frequency;
+ _ticksToSeconds = 1.0 / Stopwatch.Frequency;
}
private void ResetTimerElapsed(object sender, ElapsedEventArgs e)
@@ -55,28 +55,28 @@ namespace Ryujinx.HLE
CalculateAverageFrameRate(FrameTypeGame);
}
- private void CalculateAverageFrameRate(int FrameType)
+ private void CalculateAverageFrameRate(int frameType)
{
- double FrameRate = 0;
+ double frameRate = 0;
- if (AccumulatedFrameTime[FrameType] > 0)
+ if (_accumulatedFrameTime[frameType] > 0)
{
- FrameRate = FramesRendered[FrameType] / AccumulatedFrameTime[FrameType];
+ frameRate = _framesRendered[frameType] / _accumulatedFrameTime[frameType];
}
- lock (FrameLock[FrameType])
+ lock (_frameLock[frameType])
{
- AverageFrameRate[FrameType] = LinearInterpolate(AverageFrameRate[FrameType], FrameRate);
+ _averageFrameRate[frameType] = LinearInterpolate(_averageFrameRate[frameType], frameRate);
- FramesRendered[FrameType] = 0;
+ _framesRendered[frameType] = 0;
- AccumulatedFrameTime[FrameType] = 0;
+ _accumulatedFrameTime[frameType] = 0;
}
}
- private double LinearInterpolate(double Old, double New)
+ private double LinearInterpolate(double old, double New)
{
- return Old * (1.0 - FrameRateWeight) + New * FrameRateWeight;
+ return old * (1.0 - FrameRateWeight) + New * FrameRateWeight;
}
public void RecordSystemFrameTime()
@@ -89,30 +89,30 @@ namespace Ryujinx.HLE
RecordFrameTime(FrameTypeGame);
}
- private void RecordFrameTime(int FrameType)
+ private void RecordFrameTime(int frameType)
{
- double CurrentFrameTime = ExecutionTime.ElapsedTicks * TicksToSeconds;
+ double currentFrameTime = _executionTime.ElapsedTicks * _ticksToSeconds;
- double ElapsedFrameTime = CurrentFrameTime - PreviousFrameTime[FrameType];
+ double elapsedFrameTime = currentFrameTime - _previousFrameTime[frameType];
- PreviousFrameTime[FrameType] = CurrentFrameTime;
+ _previousFrameTime[frameType] = currentFrameTime;
- lock (FrameLock[FrameType])
+ lock (_frameLock[frameType])
{
- AccumulatedFrameTime[FrameType] += ElapsedFrameTime;
+ _accumulatedFrameTime[frameType] += elapsedFrameTime;
- FramesRendered[FrameType]++;
+ _framesRendered[frameType]++;
}
}
public double GetSystemFrameRate()
{
- return AverageFrameRate[FrameTypeSystem];
+ return _averageFrameRate[FrameTypeSystem];
}
public double GetGameFrameRate()
{
- return AverageFrameRate[FrameTypeGame];
+ return _averageFrameRate[FrameTypeGame];
}
}
}