qzdoom/src/gl/utility/gl_clock.h

114 lines
2 KiB
C++

#ifndef __GL_CLOCK_H
#define __GL_CLOCK_H
#include "stats.h"
#include "x86.h"
#include "m_fixed.h"
extern bool gl_benching;
extern double gl_SecondsPerCycle;
extern double gl_MillisecPerCycle;
#ifdef _MSC_VER
__forceinline int64_t GetClockCycle ()
{
return __rdtsc();
}
#elif defined __APPLE__ && (defined __i386__ || defined __x86_64__)
inline int64_t GetClockCycle()
{
return __builtin_ia32_rdtsc();
}
#elif defined(__GNUG__) && defined(__i386__)
inline int64_t GetClockCycle()
{
if (CPU.bRDTSC)
{
int64_t res;
asm volatile ("rdtsc" : "=A" (res));
return res;
}
else
{
return 0;
}
}
#else
inline int64_t GetClockCycle ()
{
return 0;
}
#endif
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.
int64_t time = (gl_benching? GetClockCycle() : 0);
Counter -= time;
}
__forceinline void Unclock()
{
int64_t time = (gl_benching? GetClockCycle() : 0);
Counter += time;
}
double Time()
{
return double(Counter) * gl_SecondsPerCycle;
}
double TimeMS()
{
return double(Counter) * gl_MillisecPerCycle;
}
private:
int64_t Counter;
};
extern glcycle_t RenderWall,SetupWall,ClipWall;
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();
void checkBenchActive();
#endif