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maszyna/utilities/Timer.h

91 lines
2.6 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
namespace Timer {
double GetTime();
double GetRenderTime();
double GetDeltaTime();
double GetDeltaRenderTime();
void set_delta_override(double v);
void ResetTimers();
void UpdateTimers(bool pause);
class stopwatch {
public:
// constructors
stopwatch() = default;
// methods
void
start() {
m_start = std::chrono::steady_clock::now(); }
std::chrono::duration<float, std::milli>
stop() {
m_last = std::chrono::duration_cast<std::chrono::microseconds>( std::chrono::steady_clock::now() - m_start );
m_accumulator = 0.95f * m_accumulator + static_cast<float>(m_last.count()) / 1000.f;
return m_last; }
float
average() const {
return m_accumulator / 20.f;}
std::chrono::microseconds
last() const {
return m_last; }
private:
// members
std::chrono::time_point<std::chrono::steady_clock> m_start { std::chrono::steady_clock::now() };
float m_accumulator { 1000.f / 30.f * 20.f }; // 20 last samples, initial 'neutral' rate of 30 fps
std::chrono::microseconds m_last;
};
struct subsystem_stopwatches {
stopwatch gfx_total;
stopwatch gfx_color;
stopwatch gfx_shadows;
stopwatch gfx_reflections;
stopwatch gfx_swap;
stopwatch gfx_gui;
stopwatch gfx_animate;
stopwatch sim_total;
stopwatch sim_dynamics;
stopwatch sim_events;
stopwatch sim_ai;
// parts of sim_total for the debug panel, measured in driver_mode::update()
stopwatch sim_scripting; // clocks and the scripting interface
stopwatch sim_environment; // sky and weather
stopwatch sim_precipitation;
stopwatch sim_secondary; // secondary fixed step routines
stopwatch sim_trains; // cabs of the trains
stopwatch sim_lights;
stopwatch sim_commands;
stopwatch sim_ui; // 50 Hz routines: ui panels, tooltips
stopwatch sim_camera;
stopwatch mainloop_total;
// parts of the main loop outside the simulation and Render(), for the debug panel
stopwatch loop_input; // events, head tracking, start of the ui frame
stopwatch loop_audio; // sounds of the scenery and the audio renderer
stopwatch loop_particles; // cpu particles
stopwatch loop_renderer_update; // gfx_renderer::Update()
stopwatch loop_terrain; // terrain streaming
stopwatch loop_tasks; // task queue
};
extern subsystem_stopwatches subsystem;
};
//---------------------------------------------------------------------------