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162 lines
4.1 KiB
162 lines
4.1 KiB
//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "tier0/platform.h"
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#include "pch_tier0.h"
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#define WINDOWS_LEAN_AND_MEAN
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#include <windows.h>
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#pragma warning( disable : 4530 ) // warning: exception handler -GX option
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#include "tier0/platform.h"
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#include "tier0/vprof.h"
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#include "tier0/pmelib.h"
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#include "tier0/l2cache.h"
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#include "tier0/dbg.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Initialization
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//-----------------------------------------------------------------------------
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void InitPME( void )
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{
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bool bInit = false;
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PME *pPME = PME::Instance();
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if ( pPME )
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{
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if ( pPME->GetVendor() != INTEL )
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return;
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if ( pPME->GetProcessorFamily() != PENTIUM4_FAMILY )
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return;
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pPME->SetProcessPriority( ProcessPriorityHigh );
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bInit = true;
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DevMsg( 1, _T("PME Initialized.\n") );
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}
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else
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{
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DevMsg( 1, _T("PME Uninitialized.\n") );
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}
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#ifdef VPROF_ENABLED
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g_VProfCurrentProfile.PMEInitialized( bInit );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shutdown
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//-----------------------------------------------------------------------------
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void ShutdownPME( void )
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{
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PME *pPME = PME::Instance();
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if ( pPME )
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{
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pPME->SetProcessPriority( ProcessPriorityNormal );
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}
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#ifdef VPROF_ENABLED
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g_VProfCurrentProfile.PMEInitialized( false );
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#endif
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}
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//=============================================================================
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//
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// CL2Cache Code.
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//
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static int s_nCreateCount = 0;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CL2Cache::CL2Cache()
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{
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m_nID = s_nCreateCount++;
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m_pL2CacheEvent = new P4Event_BSQ_cache_reference;
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m_iL2CacheMissCount = 0;
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m_i64Start = 0;
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m_i64End = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CL2Cache::~CL2Cache()
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{
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if ( m_pL2CacheEvent )
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{
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delete m_pL2CacheEvent;
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m_pL2CacheEvent = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CL2Cache::Start( void )
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{
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if ( m_pL2CacheEvent )
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{
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// Set this up to check for L2 cache misses.
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m_pL2CacheEvent->eventMask->RD_2ndL_MISS = 1;
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// Set the event mask and set the capture mode.
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// m_pL2CacheEvent->SetCaptureMode( USR_Only );
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m_pL2CacheEvent->SetCaptureMode( OS_and_USR );
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// That's it, now sw capture events
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m_pL2CacheEvent->StopCounter();
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m_pL2CacheEvent->ClearCounter();
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m_pL2CacheEvent->StartCounter();
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m_i64Start = m_pL2CacheEvent->ReadCounter();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CL2Cache::End( void )
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{
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if ( m_pL2CacheEvent )
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{
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// Stop the counter and find the delta.
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m_i64End = m_pL2CacheEvent->ReadCounter();
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int64 i64Delta = m_i64End - m_i64Start;
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m_pL2CacheEvent->StopCounter();
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// Save the delta for later query.
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m_iL2CacheMissCount = ( int )i64Delta;
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}
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}
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#pragma warning( default : 4530 )
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#ifdef DBGFLAG_VALIDATE
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//-----------------------------------------------------------------------------
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// Purpose: Ensure that all of our internal structures are consistent, and
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// account for all memory that we've allocated.
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// Input: validator - Our global validator object
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// pchName - Our name (typically a member var in our container)
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//-----------------------------------------------------------------------------
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void CL2Cache::Validate( CValidator &validator, tchar *pchName )
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{
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validator.Push( _T("CL2Cache"), this, pchName );
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validator.ClaimMemory( m_pL2CacheEvent );
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validator.Pop( );
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}
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#endif // DBGFLAG_VALIDATE
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