/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef Timer_DEFINED #define Timer_DEFINED #include "SkTypes.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 = NULL); 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(); void start(); void end(); double fWall; // Milliseconds. private: SysTimer fSysTimer; }; #endif