chore(ui): renable + simplify fps perf chart

This commit is contained in:
2025-11-12 16:53:21 -06:00
parent 53bb41e151
commit 08f56ef4e8

View File

@@ -273,63 +273,44 @@ pub fn draw(state: *State, sync: *Synchro, dim: Dimensions, cpu: *const Arm7tdmi
_ = zgui.begin("Performance", .{ .popen = &state.win_stat.show_perf });
defer zgui.end();
// const tmp = blk: {
// var buf: [histogram_len]u32 = undefined;
// const len = state.fps_hist.copy(&buf);
var values: [histogram_len]u32 = undefined;
const len = state.fps_hist.copy(&values);
// break :blk .{ buf, len };
// };
// const values = tmp[0];
// const len = tmp[1];
// FIXME(paoda): okay but why
if (len == values.len) _ = state.fps_hist.pop();
// if (len == values.len) _ = state.fps_hist.pop();
const y_max: f64 = 2 * if (len != 0) @as(f64, @floatFromInt(std.mem.max(u32, &values))) else emu.frame_rate;
const x_max: f64 = @floatFromInt(values.len);
// const sorted = blk: {
// var buf: @TypeOf(values) = undefined;
if (zgui.plot.beginPlot("Emulation FPS", .{ .w = 0.0, .flags = .{ .no_title = true, .no_frame = true } })) {
defer zgui.plot.endPlot();
// @memcpy(buf[0..len], values[0..len]);
// std.mem.sort(u32, buf[0..len], {}, std.sort.asc(u32));
zgui.plot.setupLegend(.{ .north = true, .east = true }, .{});
zgui.plot.setupAxis(.x1, .{ .flags = .{ .no_grid_lines = true, .no_tick_labels = true, .no_tick_marks = true } });
zgui.plot.setupAxis(.y1, .{ .label = "FPS", .flags = .{ .no_grid_lines = true } });
zgui.plot.setupAxisLimits(.y1, .{ .min = 0.0, .max = y_max, .cond = .always });
zgui.plot.setupAxisLimits(.x1, .{ .min = 0.0, .max = x_max, .cond = .always });
zgui.plot.setupFinish();
// break :blk buf;
// };
zgui.plot.plotLineValues("FPS", u32, .{ .v = values[0..len] });
}
// const y_max: f64 = 2 * if (len != 0) @as(f64, @floatFromInt(sorted[len - 1])) else emu.frame_rate;
// const x_max: f64 = @floatFromInt(values.len);
// the following metrics require a sorted array
std.mem.sort(u32, values[0..len], {}, std.sort.asc(u32));
// const y_args = .{ .flags = .{ .no_grid_lines = true } };
// const x_args = .{ .flags = .{ .no_grid_lines = true, .no_tick_labels = true, .no_tick_marks = true } };
const avg: u32 = avg: {
var sum: u32 = 0;
for (values[0..len]) |value| sum += value;
// if (zgui.plot.beginPlot("Emulation FPS", .{ .w = 0.0, .flags = .{ .no_title = true, .no_frame = true } })) {
// defer zgui.plot.endPlot();
break :avg @intCast(sum / len);
};
// zgui.plot.setupLegend(.{ .north = true, .east = true }, .{});
// zgui.plot.setupAxis(.x1, x_args);
// zgui.plot.setupAxis(.y1, y_args);
// zgui.plot.setupAxisLimits(.y1, .{ .min = 0.0, .max = y_max, .cond = .always });
// zgui.plot.setupAxisLimits(.x1, .{ .min = 0.0, .max = x_max, .cond = .always });
// zgui.plot.setupFinish();
const median = if (len == 0) 0 else values[len / 2];
const low = if (len == 0) 0 else values[len / 100]; // 1% Low
// zgui.plot.plotLineValues("FPS", u32, .{ .v = values[0..len] });
// }
// const stats: struct { u32, u32, u32 } = blk: {
// if (len == 0) break :blk .{ 0, 0, 0 };
// const average: u32 = average: {
// var sum: u32 = 0;
// for (sorted[0..len]) |value| sum += value;
// break :average @intCast(sum / len);
// };
// const median = sorted[len / 2];
// const low = sorted[len / 100]; // 1% Low
// break :blk .{ average, median, low };
// };
// zgui.text("Average: {:0>3} fps", .{stats[0]});
// zgui.text(" Median: {:0>3} fps", .{stats[1]});
// zgui.text(" 1% Low: {:0>3} fps", .{stats[2]});
zgui.text("Average: {:0>3} fps", .{avg});
zgui.text(" Median: {:0>3} fps", .{median});
zgui.text(" 1% Low: {:0>3} fps", .{low});
}
if (state.win_stat.show_schedule) {