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65 lines
1.4 KiB
65 lines
1.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#if !defined PERFVISUALBENCHMARK_H
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#define PERFVISUALBENCHMARK_H
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#define FPS_STABILIZE_TIME 1.5
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#define FPS_STABILIZE_TIME_RELOAD_MATERIALS 10.0
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#define FPS_MEASURE_TIME 2.0
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#ifdef _WIN32
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#pragma once
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#endif
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#include <igameevents.h>
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#include <igamesystem.h>
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class CPerfVisualBenchmark : public CBaseGameSystemPerFrame
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{
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public:
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CPerfVisualBenchmark();
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virtual ~CPerfVisualBenchmark();
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public: // CBaseGameSystem overrides
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virtual char const *Name() { return "CPerfVisualBenchmark"; }
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virtual bool Init();
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virtual void PreRender( );
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void Start();
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void Stop();
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private:
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void Print();
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struct RunInfo_t
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{
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const char *m_pVarName;
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const char *m_pOnVal;
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const char *m_pOffVal;
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const char *m_pDescription;
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float m_flStabilizeTime;
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float m_flFPS;
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};
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private:
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CUtlVector<RunInfo_t> m_RunInfo;
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bool m_bIsOn; //is this thing on?
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int m_iCurVar; //what convar are we at?
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float m_flTimer; //time since we started measuring the current convar
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float m_flStartMeasureTime;
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int m_nStartFrameCount;
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bool m_bSaveMouseEnable; // remember this so that we can reset it after the benchmark
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bool m_bWaiting;
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};
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extern IGameSystem* PerfVisualBenchmark();
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#endif // PERFVISUALBENCHMARK_H
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