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/*
* Not bothering to copyright this header, so there you go, it's now in the
* public domain. Deal with it.
* -- Nebuleon, 2013-04-02
*/
#ifndef __GPSP_STATS_H__
#define __GPSP_STATS_H__
#include "common.h"
struct ReGBA_Stats {
#ifdef PERFORMANCE_IMPACTING_STATISTICS
// This needs to be first, because the assembler code needs it to be
// at the address of Stats (and I can't be bothered to change the
// structure offset if I move it, so deal with it, ha!). It's also of type
// uint32_t, not uint64_t, because the code that updates it is short on
// registers. - Neb
uint32_t WrongAddressLineCount;
#endif
/* For FPS display. The first 3 variables are updated by the
* emulation and read by StatsDisplayFPS. The last 2 variables are
* updated and read by StatsDisplayFPS. */
uint32_t RenderedFrames;
uint32_t EmulatedFrames;
timespec LastFPSCalculationTime;
int32_t RenderedFPS;
int32_t EmulatedFPS;
#ifndef USE_C_CORE
/* Performance statistics collectors. This set does not impact
* performance of the emulator much. */
/* How many bytes of MIPS code have we discarded since the current
* game started running, in which code caches? */
uint64_t TranslationBytesFlushed[TRANSLATION_REGION_COUNT];
/* How many times have we had to discard MIPS code since the current
* game started running, in which code caches and for what reasons? */
uint64_t TranslationFlushCount[TRANSLATION_REGION_COUNT][CACHE_FLUSH_REASON_COUNT];
/* Up to how many bytes of MIPS code must we hold for this game? */
uint64_t TranslationBytesPeak[TRANSLATION_REGION_COUNT];
/* How many times have we had to clear Metadata Areas for the current
* game, which Metadata Areas and for what reasons? */
uint64_t MetadataClearCount[METADATA_AREA_COUNT][METADATA_CLEAR_REASON_COUNT];
/* How many times have we gone through a Partial Flush? */
uint64_t PartialFlushCount;
#endif
/* How many times have we detected an underrun of the sound buffer? */
uint64_t SoundBufferUnderrunCount;
/* How many frames have we emulated since the current game started
* running? */
uint64_t TotalEmulatedFrames;
/* How many frames have we rendered since the current game started
* running? */
uint64_t TotalRenderedFrames;
#ifdef PERFORMANCE_IMPACTING_STATISTICS
/* Performance statistics collectors. This set impacts normal
* performance of the emulator. */
/* How many times have we had to decode an ARM or a Thumb opcode from
* scratch since the current game started running? */
uint64_t ARMOpcodesDecoded;
uint64_t ThumbOpcodesDecoded;
/* How many times have we met a Thumb PC-relative LDR instruction that
* loads from the ROM? */
uint64_t ThumbROMConstants;
/* How many times have we recompiled a block anew since the current
* game started running? */
uint64_t BlockRecompilationCount;
/* And how many opcodes was that? */
uint64_t OpcodeRecompilationCount;
/* How many times have we reused a cached block of native code since
* the current game started running? */
uint64_t BlockReuseCount;
/* And how many opcodes was that? */
uint64_t OpcodeReuseCount;
#endif
/* Are we in a sound buffer underrun? If we are, ignore underrunning
* until the current underrun is done. */
uint_fast8_t InSoundBufferUnderrun;
} __attribute__((aligned));
extern struct ReGBA_Stats Stats;
extern void StatsStopFPS(void);
extern void StatsInit(void);
extern void StatsInitGame(void);
#endif // !__GPSP_STATS_H__
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