Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ENGINESTATS_H
#define ENGINESTATS_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "sysexternal.h"
#include "filesystem.h" // FileHandle_t define
enum EngineTimedStatId_t
{
ENGINE_STATS_FRAME_TIME,
ENGINE_STATS_FPS, // this is calculated at EndFrame!
ENGINE_STATS_FPS_VARIABILITY,
ENGINE_STATS_NUM_TIMED_STATS,
};
class CEngineStats
{
public:
CEngineStats();
//
// stats input
//
void BeginRun( void );
// Advances the next frame for the stats...
void NextFrame();
void BeginFrame( void );
// Timed stat gathering
void BeginTimedStat( EngineTimedStatId_t stat );
void EndTimedStat( EngineTimedStatId_t stat );
// Adds to a timed stat...
void AddToTimedStat( EngineTimedStatId_t stat, float time );
// Slams a timed stat
void SetTimedStat( EngineTimedStatId_t stat, float time );
// returns timed stats
double TimedStatInFrame( EngineTimedStatId_t stat ) const;
double TotalTimedStat( EngineTimedStatId_t stat ) const;
void BeginDrawWorld( void );
void EndDrawWorld( void );
void EndFrame( void );
void EndRun( void );
void PauseStats( bool bPaused );
//
// stats output
// call these outside of a BeginFrame/EndFrame pair
//
double GetRunTime( void );
void SetFrameTime( float flFrameTime ) { m_flFrameTime = flFrameTime; }
void SetFPSVariability( float flFPSVariability ) { m_flFPSVariability = flFPSVariability; }
int FrameCount() const { return m_totalNumFrames; }
private:
void ComputeFrameTimeStats( void );
// How many frames worth of data have we logged?
int m_totalNumFrames;
// run timing data
double m_runStartTime;
double m_runEndTime;
struct StatGroupInfo_t
{
double m_StatFrameTime[ENGINE_STATS_NUM_TIMED_STATS];
double m_StatStartTime[ENGINE_STATS_NUM_TIMED_STATS];
double m_TotalStatTime[ENGINE_STATS_NUM_TIMED_STATS];
};
StatGroupInfo_t m_StatGroup;
bool m_InFrame;
bool m_bPaused;
bool m_bInRun;
float m_flFrameTime;
float m_flFPSVariability;
};
//-----------------------------------------------------------------------------
// Inlined stat gathering methods
//-----------------------------------------------------------------------------
inline void CEngineStats::BeginTimedStat( EngineTimedStatId_t stat )
{
if (m_InFrame)
{
m_StatGroup.m_StatStartTime[stat] =
Sys_FloatTime();
}
}
inline void CEngineStats::EndTimedStat( EngineTimedStatId_t stat )
{
if (m_InFrame)
{
float dt = (float)Sys_FloatTime() - (float)(m_StatGroup.m_StatStartTime[stat]);
m_StatGroup.m_StatFrameTime[stat] += dt;
}
}
// Adds to a timed stat...
inline void CEngineStats::AddToTimedStat( EngineTimedStatId_t stat, float dt )
{
if (m_InFrame)
{
m_StatGroup.m_StatFrameTime[stat] += dt;
}
}
// Slams a timed stat
inline void CEngineStats::SetTimedStat( EngineTimedStatId_t stat, float time )
{
m_StatGroup.m_StatFrameTime[stat] = time;
}
extern CEngineStats g_EngineStats;
#endif // ENGINESTATS_H