gzdoom/src/gl/utility/gl_clock.h

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#ifndef __GL_CLOCK_H
#define __GL_CLOCK_H
#include "stats.h"
#include "x86.h"
#include "m_fixed.h"
#ifdef _MSC_VER
extern double gl_SecondsPerCycle;
extern double gl_MillisecPerCycle;
__forceinline long long GetClockCycle ()
{
#if _M_X64
return __rdtsc();
#else
return CPU.bRDTSC ? __rdtsc() : 0;
#endif
}
#elif defined(__GNUG__) && defined(__i386__)
extern double gl_SecondsPerCycle;
extern double gl_MillisecPerCycle;
inline long long GetClockCycle()
{
if (CPU.bRDTSC)
{
long long res;
asm volatile ("rdtsc" : "=A" (res));
return res;
}
else
{
return 0;
}
}
#else
extern double gl_SecondsPerCycle;
extern double gl_MillisecPerCycle;
inline long long GetClockCycle ()
{
return 0;
}
#endif
#if defined (__APPLE__)
typedef cycle_t glcycle_t;
#else // !__APPLE__
class glcycle_t
{
public:
glcycle_t &operator= (const glcycle_t &o)
{
Counter = o.Counter;
return *this;
}
void Reset()
{
Counter = 0;
}
__forceinline void Clock()
{
// Not using QueryPerformanceCounter directly, so we don't need
// to pull in the Windows headers for every single file that
// wants to do some profiling.
long long time = GetClockCycle();
Counter -= time;
}
__forceinline void Unclock()
{
long long time = GetClockCycle();
Counter += time;
}
double Time()
{
return double(Counter) * gl_SecondsPerCycle;
}
double TimeMS()
{
return double(Counter) * gl_MillisecPerCycle;
}
private:
long long Counter;
};
#endif // __APPLE__
extern glcycle_t RenderWall,SetupWall,ClipWall,SplitWall;
extern glcycle_t RenderFlat,SetupFlat;
extern glcycle_t RenderSprite,SetupSprite;
extern glcycle_t All, Finish, PortalAll, Bsp;
extern glcycle_t ProcessAll;
extern glcycle_t RenderAll;
extern glcycle_t Dirty;
extern glcycle_t drawcalls;
extern int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
extern int rendered_lines,rendered_flats,rendered_sprites,rendered_decals,render_vertexsplit,render_texsplit;
extern int rendered_portals;
extern int vertexcount, flatvertices, flatprimitives;
void ResetProfilingData();
void CheckBench();
#endif