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<title>eglantine-cirakg/src/core/perf_stats.h, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2022-07-27T10:53:49+00:00</updated>
<entry>
<title>chore: make yuzu REUSE compliant</title>
<updated>2022-07-27T10:53:49+00:00</updated>
<author>
<name>Andrea Pappacoda</name>
<email>andrea@pappacoda.it</email>
</author>
<published>2022-05-15T00:06:02+00:00</published>
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<id>urn:sha1:6a2efdda2f7075331cab36901a30d511468f60e7</id>
<content type='text'>
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.

Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.

The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.

Following REUSE has a few advantages over the current approach:

- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
  `.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
  files like binary assets / images is always accurate and up to date

To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.

[REUSE]: https://reuse.software

Follow-up to b2eb10382941bef0914f4a0a4685b9033440aa9f
</content>
</entry>
<entry>
<title>general: Replace high_resolution_clock with steady_clock</title>
<updated>2021-12-02T19:20:43+00:00</updated>
<author>
<name>Morph</name>
<email>39850852+Morph1984@users.noreply.github.com</email>
</author>
<published>2021-12-02T19:20:43+00:00</published>
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<id>urn:sha1:2b9afa4d56a4a990587551e71ba7524f2db5da8f</id>
<content type='text'>
On some OSes, high_resolution_clock is an alias to system_clock and is not monotonic in nature. Replace this with steady_clock.
</content>
</entry>
<entry>
<title>general: Rename "Frame Limit" references to "Speed Limit"</title>
<updated>2021-07-24T02:10:01+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2021-07-22T23:56:21+00:00</published>
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<content type='text'>
This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate.
This allows us to differentiate it from the fps unlocker setting.
</content>
</entry>
<entry>
<title>Merge pull request #6317 from ameerj/fps-fix</title>
<updated>2021-05-19T02:56:29+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2021-05-19T02:56:29+00:00</published>
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<id>urn:sha1:d1168fc5d8cf3dc35ad61a08f0139313052231fe</id>
<content type='text'>
perf_stats: Rework FPS counter to be more accurate</content>
</entry>
<entry>
<title>core: Make variable shadowing a compile-time error</title>
<updated>2021-05-16T07:43:16+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2021-05-16T05:46:30+00:00</published>
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<id>urn:sha1:eeae5217ba6572e8dfb91550ea9f30413c6786b8</id>
<content type='text'>
Now that we have most of core free of shadowing, we can enable the
warning as an error to catch anything that may be remaining and also
eliminate this class of logic bug entirely.
</content>
</entry>
<entry>
<title>perf_stats: Rework FPS counter to be more accurate</title>
<updated>2021-05-16T00:34:20+00:00</updated>
<author>
<name>ameerj</name>
<email>52414509+ameerj@users.noreply.github.com</email>
</author>
<published>2021-05-16T00:34:20+00:00</published>
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<id>urn:sha1:453e90ef6f2d3b85d5363a3dbd927e189b7dcd62</id>
<content type='text'>
The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case.

This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics.
The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values.

The status bar update frequency was also changed from 2 seconds to 500ms.
</content>
</entry>
<entry>
<title>perf_stats: Mark GetMeanFrametime() as const</title>
<updated>2020-08-03T16:33:35+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-08-03T12:12:03+00:00</published>
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<id>urn:sha1:2a2bc9c1473c0902e2c92e22361f4add94e6e636</id>
<content type='text'>
The general pattern is to mark mutexes as mutable when it comes to
matters of constness, given the mutex acts as a transient member of a
data structure.
</content>
</entry>
<entry>
<title>Address review comments</title>
<updated>2019-09-10T10:57:45+00:00</updated>
<author>
<name>FearlessTobi</name>
<email>thm.frey@gmail.com</email>
</author>
<published>2019-09-10T10:57:45+00:00</published>
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<id>urn:sha1:82f6c628e79ab53345ea8bae418d7696a8d15fc8</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Add frametime logging for tracking performance over time</title>
<updated>2019-09-10T10:44:19+00:00</updated>
<author>
<name>fearlessTobi</name>
<email>thm.frey@gmail.com</email>
</author>
<published>2019-08-26T15:29:08+00:00</published>
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<id>urn:sha1:32c6e238fd53c909b7b8156a8c66b56ca00faee3</id>
<content type='text'>
Co-Authored-By: jroweboy &lt;jroweboy@gmail.com&gt;
</content>
</entry>
<entry>
<title>core/core: Replace includes with forward declarations where applicable</title>
<updated>2018-08-31T20:30:14+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2018-08-31T16:21:34+00:00</published>
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<id>urn:sha1:84f855a61da8c1f8c722257373c1997326ab2e0d</id>
<content type='text'>
The follow-up to 88597535d629ea9a265f8bf0f00a9ce4dd5dc218, which
replaces most of the includes in the core header with forward declarations.

This makes it so that if any of the headers the core header was
previously including change, then no one will need to rebuild the bulk
of the core, due to core.h being quite a prevalent inclusion.

This should make turnaround for changes much faster for developers.
</content>
</entry>
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