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133 lines
5.4 KiB
C++
133 lines
5.4 KiB
C++
// Copyright (c) 2018 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _Graphic3d_FrameStatsData_HeaderFile
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#define _Graphic3d_FrameStatsData_HeaderFile
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#include <NCollection_Array1.hxx>
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#include <Graphic3d_FrameStatsCounter.hxx>
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#include <Graphic3d_FrameStatsTimer.hxx>
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#include <OSD_Timer.hxx>
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#include <vector>
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//! Data frame definition.
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class Graphic3d_FrameStatsData
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{
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public:
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DEFINE_STANDARD_ALLOC
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//! Returns FPS (frames per seconds, elapsed time).
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//! This number indicates an actual frame rate averaged for several frames within UpdateInterval() duration,
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//! basing on a real elapsed time between updates.
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Standard_Real FrameRate() const { return myFps; }
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//! Returns CPU FPS (frames per seconds, CPU time).
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//! This number indicates a PREDICTED frame rate,
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//! basing on CPU elapsed time between updates and NOT real elapsed time (which might include periods of CPU inactivity).
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//! Number is expected to be greater then actual frame rate returned by FrameRate().
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//! Values significantly greater actual frame rate indicate that rendering is limited by GPU performance (CPU is stalled in-between),
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//! while values around actual frame rate indicate rendering being limited by CPU performance (GPU is stalled in-between).
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Standard_Real FrameRateCpu() const { return myFpsCpu; }
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//! Returns FPS for immediate redraws.
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Standard_Real ImmediateFrameRate() const { return myFpsImmediate; }
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//! Returns CPU FPS for immediate redraws.
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Standard_Real ImmediateFrameRateCpu() const { return myFpsCpuImmediate; }
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//! Get counter value.
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Standard_Size CounterValue (Graphic3d_FrameStatsCounter theIndex) const { return myCounters[theIndex]; }
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//! Get counter value.
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Standard_Size operator[] (Graphic3d_FrameStatsCounter theIndex) const { return CounterValue (theIndex); }
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//! Get timer value.
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Standard_Real TimerValue (Graphic3d_FrameStatsTimer theIndex) const { return myTimers[theIndex]; }
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//! Get timer value.
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Standard_Real operator[] (Graphic3d_FrameStatsTimer theIndex) const { return TimerValue (theIndex); }
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//! Empty constructor.
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Standard_EXPORT Graphic3d_FrameStatsData();
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//! Assignment operator.
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Standard_EXPORT Graphic3d_FrameStatsData& operator= (const Graphic3d_FrameStatsData& theOther);
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//! Reset data.
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Standard_EXPORT void Reset();
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//! Fill with maximum values.
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Standard_EXPORT void FillMax (const Graphic3d_FrameStatsData& theOther);
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protected:
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std::vector<Standard_Size> myCounters; //!< counters
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std::vector<Standard_Real> myTimers; //!< timers
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std::vector<Standard_Real> myTimersMin; //!< minimal values of timers
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std::vector<Standard_Real> myTimersMax; //!< maximum values of timers
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Standard_Real myFps; //!< FPS meter (frames per seconds, elapsed time)
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Standard_Real myFpsCpu; //!< CPU FPS meter (frames per seconds, CPU time)
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Standard_Real myFpsImmediate; //!< FPS meter for immediate redraws
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Standard_Real myFpsCpuImmediate; //!< CPU FPS meter for immediate redraws
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};
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//! Temporary data frame definition.
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class Graphic3d_FrameStatsDataTmp : public Graphic3d_FrameStatsData
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{
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public:
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//! Empty constructor.
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Standard_EXPORT Graphic3d_FrameStatsDataTmp();
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//! Compute average data considering the amount of rendered frames.
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Standard_EXPORT void FlushTimers (Standard_Size theNbFrames, bool theIsFinal);
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//! Reset data.
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Standard_EXPORT void Reset();
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//! Assignment operator (skip copying irrelevant properties).
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void operator= (const Graphic3d_FrameStatsData& theOther) { Graphic3d_FrameStatsData::operator= (theOther); }
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//! Returns FPS (frames per seconds, elapsed time).
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Standard_Real& ChangeFrameRate() { return myFps; }
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//! Returns CPU FPS (frames per seconds, CPU time).
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Standard_Real& ChangeFrameRateCpu() { return myFpsCpu; }
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//! Returns FPS for immediate redraws.
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Standard_Real& ChangeImmediateFrameRate() { return myFpsImmediate; }
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//! Returns CPU FPS for immediate redraws.
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Standard_Real& ChangeImmediateFrameRateCpu() { return myFpsCpuImmediate; }
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//! Return a timer object for time measurements.
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OSD_Timer& ChangeTimer (Graphic3d_FrameStatsTimer theTimer) { return myOsdTimers[theTimer]; }
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//! Get counter value.
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Standard_Size& ChangeCounterValue (Graphic3d_FrameStatsCounter theIndex) { return myCounters[theIndex]; }
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//! Modify counter value.
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Standard_Size& operator[] (Graphic3d_FrameStatsCounter theIndex) { return ChangeCounterValue (theIndex); }
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//! Modify timer value.
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Standard_Real& ChangeTimerValue (Graphic3d_FrameStatsTimer theIndex) { return myTimers[theIndex]; }
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//! Modify timer value.
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Standard_Real& operator[] (Graphic3d_FrameStatsTimer theIndex) { return ChangeTimerValue (theIndex); }
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protected:
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std::vector<OSD_Timer> myOsdTimers; //!< precise timers for time measurements
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std::vector<Standard_Real> myTimersPrev; //!< previous timers values
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};
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#endif // _Graphic3d_FrameStatsData_HeaderFile
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