Leaked source code of windows server 2003
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#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <string.h>
#include <time.h>
#include <assert.h>
#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
#include "mtk.h"
#include "timer.hxx"
/****** TIMER *******************************************************/
TIMER::TIMER() { Reset(); }
void TIMER::Reset() { dwTotalMillis = 0; bRunning = FALSE; }
void TIMER::Start() { dwStartMillis = GetTickCount(); bRunning = TRUE; }
float TIMER::Stop() { if( bRunning ) { // Need to stop the timer
dwElapsedMillis = GetTickCount() - dwStartMillis; dwTotalMillis += dwElapsedMillis;
bRunning = FALSE; } return MillisToSeconds( dwTotalMillis ); }
float TIMER::Elapsed() { if( !bRunning ) return MillisToSeconds( dwTotalMillis );
dwElapsedMillis = GetTickCount() - dwStartMillis;
return MillisToSeconds( dwTotalMillis + dwElapsedMillis ); }
/****** UPDATE_TIMER *******************************************************/
// mf: need to address how dwTotalMillis used here, and in AVG
// Problem is that we effectively reset the timer on every update. This assumes
// that the number of items is >> # drawn in interval. But wait, that's the way
// it should be : We're measuring withing a time slice defined by the interval update, and don't want to include any previous slices. Of course, AVG_UPTDATE_TIMER *could* do this...
UPDATE_TIMER::UPDATE_TIMER( float fUpdateInterval ) : updateInterval( SecondsToMillis(fUpdateInterval) ) { Reset(); }
void UPDATE_TIMER::Reset() { TIMER::Reset();
nTotalItems = 0; fUpdateRate = 0.0f; }
BOOL UPDATE_TIMER::Update( int numItems, float *fRate ) { // Elapsed time will be total time plus current interval (if running)
dwElapsedMillis = dwTotalMillis; if( bRunning ) { dwElapsedMillis += GetTickCount()-dwStartMillis; nTotalItems += numItems; }
// If total elapsed time is greater than the update interval, send back
// timing information
if( bRunning && (dwElapsedMillis > updateInterval) ) { int iNewResult;
fUpdateRate = (float) nTotalItems*1000.0f/dwElapsedMillis; *fRate = fUpdateRate;
// At the end of each update period, we effectively reset and restart
// the timer, and set running totals back to 0
Reset(); Start();
return TRUE; } else { *fRate = fUpdateRate; // return last calculated value to caller
return FALSE; // no new information yet
} }
/****** AVG_UPDATE_TIMER *****************************************************/
AVG_UPDATE_TIMER::AVG_UPDATE_TIMER( float fUpdateInterval, int numResults ) : UPDATE_TIMER( fUpdateInterval), nMaxResults( numResults ) { Reset(); }
void AVG_UPDATE_TIMER::Reset() { UPDATE_TIMER::Reset();
nResults = 0; SS_CLAMP_TO_RANGE2( nMaxResults, 1, MAX_RESULTS ); fSummedResults = 0.0f; iOldestResult = 0; // index of oldest result
}
BOOL AVG_UPDATE_TIMER::Update( int numItems, float *fRate ) { dwElapsedMillis = dwTotalMillis; if( bRunning ) { dwElapsedMillis += GetTickCount()-dwStartMillis; nTotalItems += numItems; }
// If total elapsed time is greater than the update interval, send back
// timing information
if( bRunning && (dwElapsedMillis > updateInterval) ) { int iNewResult; float fItemsPerSecond;
fItemsPerSecond = (float) nTotalItems*1000.0f/dwElapsedMillis;
// Average last n results (they are kept in a circular buffer)
if( nResults < nMaxResults ) { // Haven't filled the buffer yet
iNewResult = nResults; nResults++; } else { // Full buffer : replace oldest entry with new value
fSummedResults -= fResults[iOldestResult]; iNewResult = iOldestResult; iOldestResult = (iOldestResult == (nMaxResults - 1)) ? 0 : (iOldestResult + 1); }
// Add new result, maintain sum to simplify calculations
fResults[iNewResult] = fItemsPerSecond; fSummedResults += fItemsPerSecond;
// average the result
fUpdateRate = fSummedResults / (float) nResults; *fRate = fUpdateRate;
// At the end of each update period, we effectively reset and restart
// the update timer, and set running totals back to 0
UPDATE_TIMER::Reset(); UPDATE_TIMER::Start();
return TRUE; } else { *fRate = fUpdateRate; // return last calculated value to caller
return FALSE; // no new information yet
} }
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