Adjust naming conventions and general refactoring in HLE Project (#490)

* Rename enum fields

* Naming conventions

* Remove unneeded ".this"

* Remove unneeded semicolons

* Remove unused Usings

* Don't use var

* Remove unneeded enum underlying types

* Explicitly label class visibility

* Remove unneeded @ prefixes

* Remove unneeded commas

* Remove unneeded if expressions

* Method doesn't use unsafe code

* Remove unneeded casts

* Initialized objects don't need an empty constructor

* Remove settings from DotSettings

* Revert "Explicitly label class visibility"

This reverts commit ad5eb5787cc5b27a4631cd46ef5f551c4ae95e51.

* Small changes

* Revert external enum renaming

* Changes from feedback

* Remove unneeded property setters
This commit is contained in:
Alex Barney 2018-12-04 14:23:37 -06:00 committed by gdkchan
parent c86aacde76
commit 85dbb9559a
299 changed files with 12268 additions and 12276 deletions

View file

@ -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];
}
}
}