Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "quakedef.h"
#include "enginestats.h"
#include "basetypes.h"
#include "clientstats.h"
#include "limits.h"
#include "sysexternal.h"
#include "gl_matsysiface.h"
#include "filesystem_engine.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// itty bitty interface for stat time
//-----------------------------------------------------------------------------
class CStatTime : public IClientStatsTime { public: float GetTime() { return Sys_FloatTime(); } };
CStatTime g_StatTime;
CEngineStats::CEngineStats() : m_InFrame( false ) { m_bInRun = false; }
void CEngineStats::BeginRun( void ) { m_bInRun = true; m_totalNumFrames = 0;
// frame timing data
m_runStartTime = Sys_FloatTime(); }
void CEngineStats::EndRun( void ) { m_runEndTime = Sys_FloatTime(); m_bInRun = false; }
void CEngineStats::BeginFrame( void ) { m_bPaused = false; m_InFrame = false; }
void CEngineStats::ComputeFrameTimeStats( void ) { m_StatGroup.m_StatFrameTime[ENGINE_STATS_FRAME_TIME] = m_flFrameTime / 1000.0f; m_StatGroup.m_StatFrameTime[ENGINE_STATS_FPS_VARIABILITY] = m_flFPSVariability / 1000.0f; m_StatGroup.m_StatFrameTime[ENGINE_STATS_FPS] = (m_flFrameTime != 0.0f) ? ( 1.0f / (1000.0f * m_flFrameTime) ) : 0.0f; }
void CEngineStats::EndFrame( void ) { if (!m_InFrame) return; }
//-----------------------------------------------------------------------------
// Advances the next frame for the stats...
//-----------------------------------------------------------------------------
void CEngineStats::NextFrame() { }
//-----------------------------------------------------------------------------
// Pause those stats!
//-----------------------------------------------------------------------------
void CEngineStats::PauseStats( bool bPaused ) { if (bPaused) { if (m_InFrame) { m_bPaused = true; m_InFrame = false; } } else // !bPaused
{ if (m_bPaused) { m_InFrame = true; m_bPaused = false; } } }
//-----------------------------------------------------------------------------
// returns timed stats
//-----------------------------------------------------------------------------
double CEngineStats::TimedStatInFrame( EngineTimedStatId_t stat ) const { return m_StatGroup.m_StatFrameTime[stat]; }
double CEngineStats::TotalTimedStat( EngineTimedStatId_t stat ) const { return m_StatGroup.m_TotalStatTime[stat]; }
double CEngineStats::GetRunTime( void ) { return m_runEndTime - m_runStartTime; }
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