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/*
* 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
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