Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "pch_tier0.h"
#define WINDOWS_LEAN_AND_MEAN
#include <windows.h>
#pragma warning( disable : 4530 ) // warning: exception handler -GX option
#include "tier0/platform.h"
#include "tier0/vprof.h"
#include "tier0/pmelib.h"
#include "tier0/l2cache.h"
#include "tier0/dbg.h"
//-----------------------------------------------------------------------------
// Purpose: Initialization
//-----------------------------------------------------------------------------
void InitPME( void )
{
bool bInit = false;
PME *pPME = PME::Instance();
if ( pPME )
{
if ( pPME->GetVendor() != INTEL )
return;
if ( pPME->GetProcessorFamily() != PENTIUM4_FAMILY )
return;
pPME->SetProcessPriority( ProcessPriorityHigh );
bInit = true;
DevMsg( 1, _T("PME Initialized.\n") );
}
else
{
DevMsg( 1, _T("PME Uninitialized.\n") );
}
g_VProfCurrentProfile.PMEInitialized( bInit );
}
//-----------------------------------------------------------------------------
// Purpose: Shutdown
//-----------------------------------------------------------------------------
void ShutdownPME( void )
{
PME *pPME = PME::Instance();
if ( pPME )
{
pPME->SetProcessPriority( ProcessPriorityNormal );
}
g_VProfCurrentProfile.PMEInitialized( false );
}
//=============================================================================
//
// CL2Cache Code.
//
static int s_nCreateCount = 0;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CL2Cache::CL2Cache()
{
m_nID = s_nCreateCount++;
m_pL2CacheEvent = new P4Event_BSQ_cache_reference;
m_iL2CacheMissCount = 0;
m_i64Start = 0;
m_i64End = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CL2Cache::~CL2Cache()
{
if ( m_pL2CacheEvent )
{
delete m_pL2CacheEvent;
m_pL2CacheEvent = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CL2Cache::Start( void )
{
if ( m_pL2CacheEvent )
{
// Set this up to check for L2 cache misses.
m_pL2CacheEvent->eventMask->RD_2ndL_MISS = 1;
// Set the event mask and set the capture mode.
// m_pL2CacheEvent->SetCaptureMode( USR_Only );
m_pL2CacheEvent->SetCaptureMode( OS_and_USR );
// That's it, now sw capture events
m_pL2CacheEvent->StopCounter();
m_pL2CacheEvent->ClearCounter();
m_pL2CacheEvent->StartCounter();
m_i64Start = m_pL2CacheEvent->ReadCounter();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CL2Cache::End( void )
{
if ( m_pL2CacheEvent )
{
// Stop the counter and find the delta.
m_i64End = m_pL2CacheEvent->ReadCounter();
int64 i64Delta = m_i64End - m_i64Start;
m_pL2CacheEvent->StopCounter();
// Save the delta for later query.
m_iL2CacheMissCount = ( int )i64Delta;
}
}
#pragma warning( default : 4530 )
#ifdef DBGFLAG_VALIDATE
//-----------------------------------------------------------------------------
// Purpose: Ensure that all of our internal structures are consistent, and
// account for all memory that we've allocated.
// Input: validator - Our global validator object
// pchName - Our name (typically a member var in our container)
//-----------------------------------------------------------------------------
void CL2Cache::Validate( CValidator &validator, tchar *pchName )
{
validator.Push( _T("CL2Cache"), this, pchName );
validator.ClaimMemory( m_pL2CacheEvent );
validator.Pop( );
}
#endif // DBGFLAG_VALIDATE