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osu-lazer/osu.Game/Graphics/UserInterface/FPSCounter.cs
Dean Herbert 2dd99ef1fd Refactor FPSCounter to not use scheduled tasks
While on the surface this looks harmless (ignoring allocations),
`Scheduler` doesn't clear cancelled tasks until they reach their
execution time. This can cause an increase in time spent processing the
scheduler itself.

I don't think a per-frame updating component should use scheduled tasks
in this way in the first place, so I've just rewritten the logic to
avoid that overhead altogether.
2022-07-25 16:26:48 +09:00

280 lines
10 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Framework.Platform;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Graphics.Sprites;
using osuTK;
namespace osu.Game.Graphics.UserInterface
{
public class FPSCounter : VisibilityContainer, IHasCustomTooltip
{
private OsuSpriteText counterUpdateFrameTime = null!;
private OsuSpriteText counterDrawFPS = null!;
private Container mainContent = null!;
private Container background = null!;
private Container counters = null!;
private const double min_time_between_updates = 10;
private const double spike_time_ms = 20;
private const float idle_background_alpha = 0.4f;
private readonly BindableBool showFpsDisplay = new BindableBool(true);
private double displayedFpsCount;
private double displayedFrameTime;
private bool isDisplayed;
private double aimDrawFPS;
private double aimUpdateFPS;
private double lastUpdate;
private ThrottledFrameClock drawClock = null!;
private ThrottledFrameClock updateClock = null!;
private ThrottledFrameClock inputClock = null!;
/// <summary>
/// The last time value where the display was required (due to a significant change or hovering).
/// </summary>
private double lastDisplayRequiredTime;
[Resolved]
private OsuColour colours { get; set; } = null!;
public FPSCounter()
{
AutoSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, GameHost gameHost)
{
InternalChildren = new Drawable[]
{
mainContent = new Container
{
Alpha = 0,
Height = 26,
Children = new Drawable[]
{
background = new Container
{
RelativeSizeAxes = Axes.Both,
CornerRadius = 5,
CornerExponent = 5f,
Masking = true,
Alpha = idle_background_alpha,
Children = new Drawable[]
{
new Box
{
Colour = colours.Gray0,
RelativeSizeAxes = Axes.Both,
},
}
},
counters = new Container
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
counterUpdateFrameTime = new OsuSpriteText
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Margin = new MarginPadding(1),
Font = OsuFont.Default.With(fixedWidth: true, size: 16, weight: FontWeight.SemiBold),
Spacing = new Vector2(-1),
Y = -2,
},
counterDrawFPS = new OsuSpriteText
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Margin = new MarginPadding(2),
Font = OsuFont.Default.With(fixedWidth: true, size: 13, weight: FontWeight.SemiBold),
Spacing = new Vector2(-2),
Y = 10,
}
}
},
}
},
};
config.BindWith(OsuSetting.ShowFpsDisplay, showFpsDisplay);
drawClock = gameHost.DrawThread.Clock;
updateClock = gameHost.UpdateThread.Clock;
inputClock = gameHost.InputThread.Clock;
}
protected override void LoadComplete()
{
base.LoadComplete();
requestDisplay();
showFpsDisplay.BindValueChanged(showFps =>
{
State.Value = showFps.NewValue ? Visibility.Visible : Visibility.Hidden;
if (showFps.NewValue)
requestDisplay();
}, true);
State.BindValueChanged(state => showFpsDisplay.Value = state.NewValue == Visibility.Visible);
}
protected override void PopIn() => this.FadeIn(100);
protected override void PopOut() => this.FadeOut(100);
protected override bool OnHover(HoverEvent e)
{
background.FadeTo(1, 200);
requestDisplay();
return base.OnHover(e);
}
protected override void OnHoverLost(HoverLostEvent e)
{
background.FadeTo(idle_background_alpha, 200);
requestDisplay();
base.OnHoverLost(e);
}
protected override void Update()
{
base.Update();
mainContent.Width = Math.Max(mainContent.Width, counters.DrawWidth);
// Handle the case where the window has become inactive or the user changed the
// frame limiter (we want to show the FPS as it's changing, even if it isn't an outlier).
bool aimRatesChanged = updateAimFPS();
bool hasUpdateSpike = displayedFrameTime < spike_time_ms && updateClock.ElapsedFrameTime > spike_time_ms;
// use elapsed frame time rather then FramesPerSecond to better catch stutter frames.
bool hasDrawSpike = displayedFpsCount > (1000 / spike_time_ms) && drawClock.ElapsedFrameTime > spike_time_ms;
// note that we use an elapsed time here of 1 intentionally.
// this weights all updates equally. if we passed in the elapsed time, longer frames would be weighted incorrectly lower.
displayedFrameTime = Interpolation.DampContinuously(displayedFrameTime, updateClock.ElapsedFrameTime, hasUpdateSpike ? 0 : 100, 1);
if (hasDrawSpike)
// show spike time using raw elapsed value, to account for `FramesPerSecond` being so averaged spike frames don't show.
displayedFpsCount = 1000 / drawClock.ElapsedFrameTime;
else
displayedFpsCount = Interpolation.DampContinuously(displayedFpsCount, drawClock.FramesPerSecond, 100, Time.Elapsed);
if (Time.Current - lastUpdate > min_time_between_updates)
{
updateFpsDisplay();
updateFrameTimeDisplay();
lastUpdate = Time.Current;
}
bool hasSignificantChanges = aimRatesChanged
|| hasDrawSpike
|| hasUpdateSpike
|| displayedFpsCount < aimDrawFPS * 0.8
|| 1000 / displayedFrameTime < aimUpdateFPS * 0.8;
if (hasSignificantChanges)
requestDisplay();
else if (isDisplayed && Time.Current - lastDisplayRequiredTime > 2000)
{
mainContent.FadeTo(0, 300, Easing.OutQuint);
isDisplayed = false;
}
}
private void requestDisplay()
{
lastDisplayRequiredTime = Time.Current;
if (!isDisplayed)
{
mainContent.FadeTo(1, 300, Easing.OutQuint);
isDisplayed = true;
}
}
private void updateFpsDisplay()
{
counterDrawFPS.Colour = getColour(displayedFpsCount / aimDrawFPS);
counterDrawFPS.Text = $"{displayedFpsCount:#,0}fps";
}
private void updateFrameTimeDisplay()
{
counterUpdateFrameTime.Text = displayedFrameTime < 5
? $"{displayedFrameTime:N1}ms"
: $"{displayedFrameTime:N0}ms";
counterUpdateFrameTime.Colour = getColour((1000 / displayedFrameTime) / aimUpdateFPS);
}
private bool updateAimFPS()
{
if (updateClock.Throttling)
{
double newAimDrawFPS = drawClock.MaximumUpdateHz;
double newAimUpdateFPS = updateClock.MaximumUpdateHz;
if (aimDrawFPS != newAimDrawFPS || aimUpdateFPS != newAimUpdateFPS)
{
aimDrawFPS = newAimDrawFPS;
aimUpdateFPS = newAimUpdateFPS;
return true;
}
}
else
{
double newAimFPS = inputClock.MaximumUpdateHz;
if (aimDrawFPS != newAimFPS || aimUpdateFPS != newAimFPS)
{
aimUpdateFPS = aimDrawFPS = newAimFPS;
return true;
}
}
return false;
}
private ColourInfo getColour(double performanceRatio)
{
if (performanceRatio < 0.5f)
return Interpolation.ValueAt(performanceRatio, colours.Red, colours.Orange2, 0, 0.5);
return Interpolation.ValueAt(performanceRatio, colours.Orange2, colours.Lime0, 0.5, 0.9);
}
public ITooltip GetCustomTooltip() => new FPSCounterTooltip();
public object TooltipContent => this;
}
}