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Adds an elapsed tick multiplier feature which speeds up games which are built upon delta time. More information: https://web.archive.org/web/20240713135029/https://github.com/Ryujinx/Ryujinx/pull/6456
70 lines
1.6 KiB
C#
70 lines
1.6 KiB
C#
using System;
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using System.Diagnostics;
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namespace Ryujinx.Cpu
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{
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public class TickSource : ITickSource
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{
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private static Stopwatch _tickCounter;
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private static double _hostTickFreq;
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/// <inheritdoc/>
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public ulong Frequency { get; }
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/// <inheritdoc/>
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public ulong Counter => (ulong)(ElapsedSeconds * Frequency);
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public long TickScalar { get; set; }
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private static long _acumElapsedTicks;
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private static long _lastElapsedTicks;
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private long ElapsedTicks
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{
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get
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{
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long elapsedTicks = _tickCounter.ElapsedTicks;
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_acumElapsedTicks += (elapsedTicks - _lastElapsedTicks) * TickScalar / 100;
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_lastElapsedTicks = elapsedTicks;
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return _acumElapsedTicks;
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}
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}
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/// <inheritdoc/>
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public TimeSpan ElapsedTime => Stopwatch.GetElapsedTime(0, ElapsedTicks);
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/// <inheritdoc/>
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public double ElapsedSeconds => ElapsedTicks * _hostTickFreq;
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public TickSource(ulong frequency)
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{
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Frequency = frequency;
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_hostTickFreq = 1.0 / Stopwatch.Frequency;
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_tickCounter = new Stopwatch();
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_tickCounter.Start();
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}
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/// <inheritdoc/>
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public void Suspend()
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{
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_tickCounter.Stop();
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}
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/// <inheritdoc/>
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public void Resume()
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{
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_tickCounter.Start();
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}
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}
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}
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