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occt/src/Graphic3d/Graphic3d_FrameStatsData.hxx

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5.4 KiB
C++

// 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 <NCollection_Array1.hxx>
#include <Graphic3d_FrameStatsCounter.hxx>
#include <Graphic3d_FrameStatsTimer.hxx>
#include <OSD_Timer.hxx>
#include <vector>
//! 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<Standard_Size> myCounters; //!< counters
std::vector<Standard_Real> myTimers; //!< timers
std::vector<Standard_Real> myTimersMin; //!< minimal values of timers
std::vector<Standard_Real> 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<OSD_Timer> myOsdTimers; //!< precise timers for time measurements
std::vector<Standard_Real> myTimersPrev; //!< previous timers values
};
#endif // _Graphic3d_FrameStatsData_HeaderFile