Team Fortress 2 Source Code as on 22/4/2020
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//====== Copyright (c), Valve Corporation, All rights reserved. =======
//
// Purpose: Provides a frame function manager that allows for different parts
// of a GC to hook into per frame updated
//
//=============================================================================
#ifndef FRAMEFUNCTION_H
#define FRAMEFUNCTION_H
#ifdef _WIN32
#pragma once
#endif
namespace GCSDK
{
//the generic interface for frame functions. These can be derived from and should execute the work in BRun. It returns a boolean indicating whether or not it has
//more work to complete
class CBaseFrameFunction
{
public:
//the different tiers of functions that can have functions tied to them
enum EFrameType
{
k_EFrameType_RunOnce, // called once per frame
k_EFrameType_RunUntilCompleted, // run tasks that shouldn't wait a frame between execution (gets called at least once per frame, more if work to do & we have time)
k_EFrameType_RunUntilCompletedLowPri, // as above, but only runs if k_EFrameTypeRunUntilCompleted function return they have no remaining work to do
//must come last
k_EFrameType_Count
};
CBaseFrameFunction( const char *pchName, EFrameType eFrameType );
virtual ~CBaseFrameFunction();
// runs the item
virtual bool BRun( const CLimitTimer &limitTimer ) = 0;
//called to handle registering for updates and unregistering. Not registered by default
void Register();
void Deregister();
bool IsRegistered() const { return m_bRegistered; }
protected:
//the frame function manager has access to the internals to avoid exposing them to derived classes
friend class CFrameFunctionMgr;
//let the frame function manager access internals for profiling
CUtlString m_sName; // function name (for debugging)
uint64 m_nTrackedTime; // how much time we have tracked with this frame function
uint32 m_nNumCalls; // the number of ticks that this has been associated with
EFrameType m_EFrameType; // what kind of frame function is this
bool m_bRegistered; // are we currently registered?
};
//a utility class that helps handle registering for frame functions and adapts it to a member function call
template < class T >
class CFrameFunction :
public CBaseFrameFunction
{
public:
typedef bool ( T::*func_t )( const CLimitTimer &limitTimer );
//construct and register all in one
CFrameFunction( T *pObj, func_t func, const char *pchName, EFrameType eFrameType ) :
CBaseFrameFunction( pchName, eFrameType ), m_pObj( NULL ), m_Func( NULL )
{
Register( pObj, func );
}
//construct, but don't immediately register for updates
CFrameFunction( const char *pchName, EFrameType eFrameType ) :
CBaseFrameFunction( pchName, eFrameType ), m_pObj( NULL ), m_Func( NULL )
{
}
void Register( T *pObj, func_t func )
{
m_pObj = pObj;
m_Func = func;
CBaseFrameFunction::Register();
}
virtual bool BRun( const CLimitTimer &limitTimer )
{
return (m_pObj->*m_Func)( limitTimer );
}
virtual bool BAllocedSeparately() { return false; }
private:
T *m_pObj;
func_t m_Func;
};
//the main manager that handles registration of all the frame functions and tracks performance and dispatches
//appropriately
class CFrameFunctionMgr
{
public:
CFrameFunctionMgr();
//called to register a main loop function for the specified tier
void Register( CBaseFrameFunction* pFrameFunc );
//handles unregistering a main loop function
void Deregister( CBaseFrameFunction* pFrameFunc );
//called to execute the main frame. This should preceded individual frame ticks
void RunFrame( const CLimitTimer& limitTimer );
//called within a frame for each tick
bool RunFrameTick( const CLimitTimer& limitTimer );
//called to dump a listing of the performance timings of all the frame functions that are registered
void DumpProfile();
//resets the profile stats
void ClearProfile();
private:
//sort function
static bool SortFrameFuncByTime( const CBaseFrameFunction* pLhs, const CBaseFrameFunction* pRhs );
//called to update the frame functions associated with the specified list
bool RunFrameList( CBaseFrameFunction::EFrameType eType, const CLimitTimer& limitTimer );
//the listing of subscribed
CUtlVector< CBaseFrameFunction* > m_MainLoopFrameFuncs[ CBaseFrameFunction::k_EFrameType_Count ];
//the number of frames that we have profiled
uint32 m_nNumProfileFrames;
//have we completed all of the high priority work for this frame?
bool m_bCompletedHighPri;
};
//the global frame function manager
CFrameFunctionMgr& GFrameFunctionMgr();
} //namespace GCSDK
#endif