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;
}