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