PerfStats: Re-order and document members better
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		@@ -76,7 +76,7 @@ double PerfStats::GetLastFrameTimeScale() {
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void FrameLimiter::DoFrameLimiting(u64 current_system_time_us) {
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    // Max lag caused by slow frames. Can be adjusted to compensate for too many slow frames. Higher
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    // values increases time needed to limit frame rate after spikes.
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    // values increase the time needed to recover and limit framerate again after spikes.
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    constexpr microseconds MAX_LAG_TIME_US = 25ms;
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    if (!Settings::values.toggle_framelimit) {
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@@ -44,15 +44,24 @@ public:
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private:
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    std::mutex object_mutex;
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    /// Point when the cumulative counters were reset
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    Clock::time_point reset_point = Clock::now();
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    Clock::time_point frame_begin = reset_point;
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    Clock::time_point previous_frame_end = reset_point;
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    Clock::duration accumulated_frametime = Clock::duration::zero();
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    Clock::duration previous_frame_length = Clock::duration::zero();
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    /// System time when the cumulative counters were reset
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    u64 reset_point_system_us = 0;
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    /// Cumulative duration (excluding v-sync/frame-limiting) of frames since last reset
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    Clock::duration accumulated_frametime = Clock::duration::zero();
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    /// Cumulative number of system frames (LCD VBlanks) presented since last reset
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    u32 system_frames = 0;
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    /// Cumulative number of game frames (GSP frame submissions) since last reset
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    u32 game_frames = 0;
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    /// Point when the previous system frame ended
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    Clock::time_point previous_frame_end = reset_point;
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    /// Point when the current system frame began
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    Clock::time_point frame_begin = reset_point;
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    /// Total visible duration (including frame-limiting, etc.) of the previous system frame
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    Clock::duration previous_frame_length = Clock::duration::zero();
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};
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class FrameLimiter {
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