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-rw-r--r--tools/timer/Timer.h60
1 files changed, 55 insertions, 5 deletions
diff --git a/tools/timer/Timer.h b/tools/timer/Timer.h
index 446eb254fd..9557596248 100644
--- a/tools/timer/Timer.h
+++ b/tools/timer/Timer.h
@@ -7,18 +7,68 @@
#ifndef Timer_DEFINED
#define Timer_DEFINED
-#include "SkString.h"
-#include "SkTime.h"
#include "SkTypes.h"
+#include "SkString.h"
+
+#if defined(SK_BUILD_FOR_WIN32)
+ #include "SysTimer_windows.h"
+#elif defined(SK_BUILD_FOR_MAC) || defined(SK_BUILD_FOR_IOS)
+ #include "SysTimer_mach.h"
+#elif defined(SK_BUILD_FOR_UNIX) || defined(SK_BUILD_FOR_ANDROID)
+ #include "SysTimer_posix.h"
+#endif
+
+#if SK_SUPPORT_GPU
+ #include "GpuTimer.h"
+#endif
+
+class SkGLContext;
+
+/**
+ * SysTimers and GpuTimers are implemented orthogonally.
+ * This class combines 2 SysTimers and a GpuTimer into one single,
+ * platform specific Timer with a simple interface. The truncated
+ * timer doesn't include the time required for the GPU to finish
+ * its rendering. It should always be <= the un-truncated system
+ * times and (for GPU configurations) can be used to roughly (very
+ * roughly) gauge the GPU load/backlog.
+ */
+class Timer {
+public:
+ explicit Timer(SkGLContext* gl = nullptr);
+
+ void start();
+ void truncatedEnd();
+ void end();
+
+ // All times in milliseconds.
+ double fCpu;
+ double fWall;
+ double fTruncatedCpu;
+ double fTruncatedWall;
+ double fGpu;
+private:
+ SysTimer fSysTimer;
+ SysTimer fTruncatedSysTimer;
+#if SK_SUPPORT_GPU
+ GpuTimer fGpuTimer;
+#endif
+};
+
+// Same as Timer above, supporting only fWall but with much lower overhead.
+// (Typically, ~30ns instead of Timer's ~1us.)
class WallTimer {
public:
- WallTimer() : fWall(-1) {}
+ WallTimer();
- void start() { fWall = SkTime::GetNSecs(); }
- void end() { fWall = (SkTime::GetNSecs() - fWall) * 1e-6; }
+ void start();
+ void end();
double fWall; // Milliseconds.
+
+private:
+ SysTimer fSysTimer;
};
SkString HumanizeMs(double);