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123 lines
3.0 KiB
C++
123 lines
3.0 KiB
C++
// Copyright 2008 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "Common/Timer.h"
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#include <chrono>
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#ifdef _WIN32
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#include <Windows.h>
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#include <ctime>
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#include <timeapi.h>
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#else
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#include <sys/time.h>
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#endif
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#include "Common/CommonTypes.h"
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namespace Common
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{
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template <typename Clock, typename Duration>
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static typename Clock::rep time_now()
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{
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return std::chrono::time_point_cast<Duration>(Clock::now()).time_since_epoch().count();
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}
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template <typename Duration>
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static auto steady_time_now()
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{
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return time_now<std::chrono::steady_clock, Duration>();
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}
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u64 Timer::NowUs()
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{
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return steady_time_now<std::chrono::microseconds>();
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}
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u64 Timer::NowMs()
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{
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return steady_time_now<std::chrono::milliseconds>();
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}
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void Timer::Start()
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{
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m_start_ms = NowMs();
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m_end_ms = 0;
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m_running = true;
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}
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void Timer::StartWithOffset(u64 offset)
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{
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Start();
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m_start_ms -= offset;
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}
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void Timer::Stop()
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{
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m_end_ms = NowMs();
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m_running = false;
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}
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u64 Timer::ElapsedMs() const
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{
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const u64 end = m_running ? NowMs() : m_end_ms;
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// Can handle up to 1 rollover event (underflow produces correct result)
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// If Start() has never been called, will return 0
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return end - m_start_ms;
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}
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u64 Timer::GetLocalTimeSinceJan1970()
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{
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// TODO Would really, really like to use std::chrono here, but Windows did not support
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// std::chrono::current_zone() until 19H1, and other compilers don't even provide support for
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// timezone-related parts of chrono. Someday!
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// see https://bugs.dolphin-emu.org/issues/13007#note-4
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time_t sysTime, tzDiff, tzDST;
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time(&sysTime);
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tm* gmTime = localtime(&sysTime);
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// Account for DST where needed
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if (gmTime->tm_isdst == 1)
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tzDST = 3600;
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else
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tzDST = 0;
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// Lazy way to get local time in sec
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gmTime = gmtime(&sysTime);
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tzDiff = sysTime - mktime(gmTime);
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return static_cast<u64>(sysTime + tzDiff + tzDST);
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}
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void Timer::IncreaseResolution()
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{
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#ifdef _WIN32
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// Disable execution speed and timer resolution throttling process-wide.
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// This mainly will keep Dolphin marked as high performance if it's in the background. The OS
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// should make it high performance if it's in the foreground anyway (or for some specific
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// threads e.g. audio).
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// This is best-effort (i.e. the call may fail on older versions of Windows, where such throttling
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// doesn't exist, anyway), and we don't bother reverting once set.
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// This adjusts behavior on CPUs with "performance" and "efficiency" cores
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PROCESS_POWER_THROTTLING_STATE PowerThrottling{};
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PowerThrottling.Version = PROCESS_POWER_THROTTLING_CURRENT_VERSION;
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PowerThrottling.ControlMask =
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PROCESS_POWER_THROTTLING_EXECUTION_SPEED | PROCESS_POWER_THROTTLING_IGNORE_TIMER_RESOLUTION;
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PowerThrottling.StateMask = 0;
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SetProcessInformation(GetCurrentProcess(), ProcessPowerThrottling, &PowerThrottling,
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sizeof(PowerThrottling));
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// Not actually sure how useful this is these days.. :')
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timeBeginPeriod(1);
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#endif
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}
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void Timer::RestoreResolution()
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{
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#ifdef _WIN32
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timeEndPeriod(1);
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#endif
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}
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} // Namespace Common
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