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127 lines
3.4 KiB
127 lines
3.4 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( MEASURE_SECTION_H )
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#define MEASURE_SECTION_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/fasttimer.h"
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#include "convar.h"
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// This is the macro to use in your code to measure until the code goes
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// out of scope
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#if defined( _DEBUG ) || defined( FORCE_MEASURE )
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#define MEASURECODE( description ) \
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static CMeasureSection _xxx_ms( description ); \
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CMeasureSectionInstance _xxx_ms_inst( &_xxx_ms );
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#else
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#define MEASURECODE( description )
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#endif
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// ------------------------------------------------------------------------------------ //
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// These things must exist in the executable for the CMeasureSection code to work.
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// ------------------------------------------------------------------------------------ //
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float GetRealTime(); // Get the clock's time.
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extern ConVar game_speeds;
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extern ConVar measure_resort;
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// ------------------------------------------------------------------------------------ //
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// Called once per frame to allow any necessary measurements to latch
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void ResetTimeMeasurements( void );
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//-----------------------------------------------------------------------------
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// Purpose: Accumulates time for the named section
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//-----------------------------------------------------------------------------
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class CMeasureSection
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{
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public:
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// Allows for measuring named section
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CMeasureSection( const char *name );
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virtual ~CMeasureSection( void );
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// Update max value hit
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void UpdateMax( void );
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// Reset totals
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void Reset( void );
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// Reset sortable totals
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void SortReset( void );
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// Get static name of section
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const char *GetName( void );
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// Get accumulated time
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CCycleCount const& GetTotalTime( void );
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CCycleCount const& GetTime();
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CCycleCount const& GetMaxTime();
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// Add in some time
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void AddTime( CCycleCount const &rCount );
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// Get next section in chain
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CMeasureSection *GetNext( void );
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// Get head of list of all sections
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static CMeasureSection *GetList( void );
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// Sort all sections by most time consuming
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static void SortSections( void );
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public:
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// Time when list should be sorted again
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static double m_dNextResort;
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private:
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// Accumulated time for section
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CCycleCount m_dAccumulatedTime;
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// Max time for section
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CCycleCount m_dMaxTime;
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// Elapsed time for section
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CCycleCount m_dTotalTime;
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// Name of section
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const char *m_pszName;
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// Next section in chain
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CMeasureSection *m_pNext;
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// Head of section list
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static CMeasureSection *s_pSections;
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// Quick total for doing sorts faster
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static int s_nCount;
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};
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//-----------------------------------------------------------------------------
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// Purpose: On construction marks time and on destruction adds time to
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// parent CMeasureSection object
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//-----------------------------------------------------------------------------
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class CMeasureSectionInstance
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{
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public:
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// Constructor: Points to object to accumulate time into
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CMeasureSectionInstance( CMeasureSection *ms );
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// Destructor: Latches accumulated time
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virtual ~CMeasureSectionInstance( void );
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private:
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// Time of construction
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CFastTimer m_Timer;
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// Where to place elapsed time
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CMeasureSection *m_pMS;
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};
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#endif // MEASURE_SECTION_H
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