chore: make yuzu REUSE compliant
[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 01cf05bc75b1e47beb08937439f3ed9339e7b254
2022-05-14 20:06:02 -04:00
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// SPDX-FileCopyrightText: 2017 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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2018-04-19 23:01:50 -04:00
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#include <algorithm>
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#include <chrono>
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#include <iterator>
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#include <mutex>
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#include <numeric>
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#include <sstream>
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#include <thread>
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#include <fmt/chrono.h>
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#include <fmt/format.h>
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#include "common/fs/file.h"
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#include "common/fs/fs.h"
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#include "common/fs/path_util.h"
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#include "common/settings.h"
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#include "core/perf_stats.h"
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using namespace std::chrono_literals;
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using DoubleSecs = std::chrono::duration<double, std::chrono::seconds::period>;
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using std::chrono::duration_cast;
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using std::chrono::microseconds;
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// Purposefully ignore the first five frames, as there's a significant amount of overhead in
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// booting that we shouldn't account for
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constexpr std::size_t IgnoreFrames = 5;
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2017-02-19 17:34:47 -05:00
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namespace Core {
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PerfStats::PerfStats(u64 title_id_) : title_id(title_id_) {}
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PerfStats::~PerfStats() {
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if (!Settings::values.record_frame_times || title_id == 0) {
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return;
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}
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const std::time_t t = std::time(nullptr);
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std::ostringstream stream;
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std::copy(perf_history.begin() + IgnoreFrames, perf_history.begin() + current_index,
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std::ostream_iterator<double>(stream, "\n"));
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const auto path = Common::FS::GetYuzuPath(Common::FS::YuzuPath::LogDir);
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// %F Date format expanded is "%Y-%m-%d"
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const auto filename = fmt::format("{:%F-%H-%M}_{:016X}.csv", *std::localtime(&t), title_id);
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const auto filepath = path / filename;
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if (Common::FS::CreateParentDir(filepath)) {
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Common::FS::IOFile file(filepath, Common::FS::FileAccessMode::Write,
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Common::FS::FileType::TextFile);
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void(file.WriteString(stream.str()));
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}
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}
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void PerfStats::BeginSystemFrame() {
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std::scoped_lock lock{object_mutex};
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frame_begin = Clock::now();
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}
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void PerfStats::EndSystemFrame() {
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std::scoped_lock lock{object_mutex};
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auto frame_end = Clock::now();
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const auto frame_time = frame_end - frame_begin;
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if (current_index < perf_history.size()) {
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perf_history[current_index++] =
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std::chrono::duration<double, std::milli>(frame_time).count();
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}
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accumulated_frametime += frame_time;
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system_frames += 1;
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previous_frame_length = frame_end - previous_frame_end;
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previous_frame_end = frame_end;
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}
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void PerfStats::EndGameFrame() {
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game_frames.fetch_add(1, std::memory_order_relaxed);
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}
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double PerfStats::GetMeanFrametime() const {
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std::scoped_lock lock{object_mutex};
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if (current_index <= IgnoreFrames) {
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return 0;
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}
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const double sum = std::accumulate(perf_history.begin() + IgnoreFrames,
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perf_history.begin() + current_index, 0.0);
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return sum / static_cast<double>(current_index - IgnoreFrames);
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}
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2018-08-31 12:21:34 -04:00
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PerfStatsResults PerfStats::GetAndResetStats(microseconds current_system_time_us) {
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std::scoped_lock lock{object_mutex};
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2018-08-05 22:07:28 -04:00
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const auto now = Clock::now();
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// Walltime elapsed since stats were reset
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const auto interval = duration_cast<DoubleSecs>(now - reset_point).count();
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const auto system_us_per_second = (current_system_time_us - reset_point_system_us) / interval;
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const auto current_frames = static_cast<double>(game_frames.load(std::memory_order_relaxed));
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const auto current_fps = current_frames / interval;
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const PerfStatsResults results{
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.system_fps = static_cast<double>(system_frames) / interval,
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.average_game_fps = (current_fps + previous_fps) / 2.0,
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.frametime = duration_cast<DoubleSecs>(accumulated_frametime).count() /
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static_cast<double>(system_frames),
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.emulation_speed = system_us_per_second.count() / 1'000'000.0,
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};
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// Reset counters
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reset_point = now;
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reset_point_system_us = current_system_time_us;
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accumulated_frametime = Clock::duration::zero();
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system_frames = 0;
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game_frames.store(0, std::memory_order_relaxed);
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previous_fps = current_fps;
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return results;
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}
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2020-08-03 08:12:03 -04:00
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double PerfStats::GetLastFrameTimeScale() const {
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std::scoped_lock lock{object_mutex};
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2018-01-16 22:44:02 -05:00
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constexpr double FRAME_LENGTH = 1.0 / 60;
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return duration_cast<DoubleSecs>(previous_frame_length).count() / FRAME_LENGTH;
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}
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void SpeedLimiter::DoSpeedLimiting(microseconds current_system_time_us) {
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if (Settings::values.use_multi_core.GetValue() ||
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!Settings::values.use_speed_limit.GetValue()) {
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return;
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}
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auto now = Clock::now();
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const double sleep_scale = Settings::values.speed_limit.GetValue() / 100.0;
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// Max lag caused by slow frames. Shouldn't be more than the length of a frame at the current
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// speed percent or it will clamp too much and prevent this from properly limiting to that
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// percent. High values means it'll take longer after a slow frame to recover and start
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// limiting
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const microseconds max_lag_time_us = duration_cast<microseconds>(
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std::chrono::duration<double, std::chrono::microseconds::period>(25ms / sleep_scale));
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speed_limiting_delta_err += duration_cast<microseconds>(
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std::chrono::duration<double, std::chrono::microseconds::period>(
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(current_system_time_us - previous_system_time_us) / sleep_scale));
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speed_limiting_delta_err -= duration_cast<microseconds>(now - previous_walltime);
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speed_limiting_delta_err =
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std::clamp(speed_limiting_delta_err, -max_lag_time_us, max_lag_time_us);
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if (speed_limiting_delta_err > microseconds::zero()) {
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std::this_thread::sleep_for(speed_limiting_delta_err);
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auto now_after_sleep = Clock::now();
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speed_limiting_delta_err -= duration_cast<microseconds>(now_after_sleep - now);
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now = now_after_sleep;
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}
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previous_system_time_us = current_system_time_us;
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previous_walltime = now;
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}
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} // namespace Core
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