// Copyright (c) 2018 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _Graphic3d_FrameStatsData_HeaderFile #define _Graphic3d_FrameStatsData_HeaderFile #include #include #include #include #include //! Data frame definition. class Graphic3d_FrameStatsData { public: DEFINE_STANDARD_ALLOC //! Returns FPS (frames per seconds, elapsed time). //! This number indicates an actual frame rate averaged for several frames within UpdateInterval() duration, //! basing on a real elapsed time between updates. Standard_Real FrameRate() const { return myFps; } //! Returns CPU FPS (frames per seconds, CPU time). //! This number indicates a PREDICTED frame rate, //! basing on CPU elapsed time between updates and NOT real elapsed time (which might include periods of CPU inactivity). //! Number is expected to be greater then actual frame rate returned by FrameRate(). //! Values significantly greater actual frame rate indicate that rendering is limited by GPU performance (CPU is stalled in-between), //! while values around actual frame rate indicate rendering being limited by CPU performance (GPU is stalled in-between). Standard_Real FrameRateCpu() const { return myFpsCpu; } //! Returns FPS for immediate redraws. Standard_Real ImmediateFrameRate() const { return myFpsImmediate; } //! Returns CPU FPS for immediate redraws. Standard_Real ImmediateFrameRateCpu() const { return myFpsCpuImmediate; } //! Get counter value. Standard_Size CounterValue (Graphic3d_FrameStatsCounter theIndex) const { return myCounters[theIndex]; } //! Get counter value. Standard_Size operator[] (Graphic3d_FrameStatsCounter theIndex) const { return CounterValue (theIndex); } //! Get timer value. Standard_Real TimerValue (Graphic3d_FrameStatsTimer theIndex) const { return myTimers[theIndex]; } //! Get timer value. Standard_Real operator[] (Graphic3d_FrameStatsTimer theIndex) const { return TimerValue (theIndex); } //! Empty constructor. Standard_EXPORT Graphic3d_FrameStatsData(); //! Assignment operator. Standard_EXPORT Graphic3d_FrameStatsData& operator= (const Graphic3d_FrameStatsData& theOther); //! Reset data. Standard_EXPORT void Reset(); //! Fill with maximum values. Standard_EXPORT void FillMax (const Graphic3d_FrameStatsData& theOther); protected: std::vector myCounters; //!< counters std::vector myTimers; //!< timers std::vector myTimersMin; //!< minimal values of timers std::vector myTimersMax; //!< maximum values of timers Standard_Real myFps; //!< FPS meter (frames per seconds, elapsed time) Standard_Real myFpsCpu; //!< CPU FPS meter (frames per seconds, CPU time) Standard_Real myFpsImmediate; //!< FPS meter for immediate redraws Standard_Real myFpsCpuImmediate; //!< CPU FPS meter for immediate redraws }; //! Temporary data frame definition. class Graphic3d_FrameStatsDataTmp : public Graphic3d_FrameStatsData { public: //! Empty constructor. Standard_EXPORT Graphic3d_FrameStatsDataTmp(); //! Compute average data considering the amount of rendered frames. Standard_EXPORT void FlushTimers (Standard_Size theNbFrames, bool theIsFinal); //! Reset data. Standard_EXPORT void Reset(); //! Assignment operator (skip copying irrelevant properties). void operator= (const Graphic3d_FrameStatsData& theOther) { Graphic3d_FrameStatsData::operator= (theOther); } //! Returns FPS (frames per seconds, elapsed time). Standard_Real& ChangeFrameRate() { return myFps; } //! Returns CPU FPS (frames per seconds, CPU time). Standard_Real& ChangeFrameRateCpu() { return myFpsCpu; } //! Returns FPS for immediate redraws. Standard_Real& ChangeImmediateFrameRate() { return myFpsImmediate; } //! Returns CPU FPS for immediate redraws. Standard_Real& ChangeImmediateFrameRateCpu() { return myFpsCpuImmediate; } //! Return a timer object for time measurements. OSD_Timer& ChangeTimer (Graphic3d_FrameStatsTimer theTimer) { return myOsdTimers[theTimer]; } //! Get counter value. Standard_Size& ChangeCounterValue (Graphic3d_FrameStatsCounter theIndex) { return myCounters[theIndex]; } //! Modify counter value. Standard_Size& operator[] (Graphic3d_FrameStatsCounter theIndex) { return ChangeCounterValue (theIndex); } //! Modify timer value. Standard_Real& ChangeTimerValue (Graphic3d_FrameStatsTimer theIndex) { return myTimers[theIndex]; } //! Modify timer value. Standard_Real& operator[] (Graphic3d_FrameStatsTimer theIndex) { return ChangeTimerValue (theIndex); } protected: std::vector myOsdTimers; //!< precise timers for time measurements std::vector myTimersPrev; //!< previous timers values }; #endif // _Graphic3d_FrameStatsData_HeaderFile