Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "pch_tier0.h"
#include "tier0/perfstats.h"
CPerfStatsData g_PerfStats;
CPerfStatsData::CPerfStatsData() { Reset(); }
void CPerfStatsData::Tick() { if ( m_nFrames != 0 ) { CPerfStatsSlotData* pMainSlot = &m_Slots[PERF_STATS_SLOT_MAINTHREAD]; pMainSlot->EndTimer();
CPerfStatsSlotData* pMainNoWaitSlot = &m_Slots[PERF_STATS_SLOT_MAINTHREAD_NOWAIT]; pMainNoWaitSlot->m_pszName = "MainThreadNoWait"; CCycleCount::Sub(pMainSlot->m_CurrFrameTime, m_Slots[PERF_STATS_SLOT_END_FRAME].m_CurrFrameTime, pMainNoWaitSlot->m_CurrFrameTime); pMainNoWaitSlot->m_AccTotalTime += pMainNoWaitSlot->m_CurrFrameTime; } ++m_nFrames; for ( int iSlot = 0; iSlot < PERF_STATS_SLOT_MAX; ++iSlot ) { m_Slots[iSlot].m_PrevFrameTime = m_Slots[iSlot].m_CurrFrameTime; m_Slots[iSlot].ResetFrameStats(); }
m_Slots[PERF_STATS_SLOT_MAINTHREAD].StartTimer("MainThread"); }
void CPerfStatsData::Reset() { m_nFrames = 0;
for ( int iSlot = 0; iSlot < PERF_STATS_SLOT_MAX; ++iSlot ) { m_Slots[iSlot].Reset(); } }
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