hl2_src-leak-2017/src/public/measure_section.h

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( MEASURE_SECTION_H )
#define MEASURE_SECTION_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/fasttimer.h"
#include "convar.h"
// This is the macro to use in your code to measure until the code goes
// out of scope
#if defined( _DEBUG ) || defined( FORCE_MEASURE )
#define MEASURECODE( description ) \
static CMeasureSection _xxx_ms( description ); \
CMeasureSectionInstance _xxx_ms_inst( &_xxx_ms );
#else
#define MEASURECODE( description )
#endif
// ------------------------------------------------------------------------------------ //
// These things must exist in the executable for the CMeasureSection code to work.
// ------------------------------------------------------------------------------------ //
float GetRealTime(); // Get the clock's time.
extern ConVar game_speeds;
extern ConVar measure_resort;
// ------------------------------------------------------------------------------------ //
// Called once per frame to allow any necessary measurements to latch
void ResetTimeMeasurements( void );
//-----------------------------------------------------------------------------
// Purpose: Accumulates time for the named section
//-----------------------------------------------------------------------------
class CMeasureSection
{
public:
// Allows for measuring named section
CMeasureSection( const char *name );
virtual ~CMeasureSection( void );
// Update max value hit
void UpdateMax( void );
// Reset totals
void Reset( void );
// Reset sortable totals
void SortReset( void );
// Get static name of section
const char *GetName( void );
// Get accumulated time
CCycleCount const& GetTotalTime( void );
CCycleCount const& GetTime();
CCycleCount const& GetMaxTime();
// Add in some time
void AddTime( CCycleCount const &rCount );
// Get next section in chain
CMeasureSection *GetNext( void );
// Get head of list of all sections
static CMeasureSection *GetList( void );
// Sort all sections by most time consuming
static void SortSections( void );
public:
// Time when list should be sorted again
static double m_dNextResort;
private:
// Accumulated time for section
CCycleCount m_dAccumulatedTime;
// Max time for section
CCycleCount m_dMaxTime;
// Elapsed time for section
CCycleCount m_dTotalTime;
// Name of section
const char *m_pszName;
// Next section in chain
CMeasureSection *m_pNext;
// Head of section list
static CMeasureSection *s_pSections;
// Quick total for doing sorts faster
static int s_nCount;
};
//-----------------------------------------------------------------------------
// Purpose: On construction marks time and on destruction adds time to
// parent CMeasureSection object
//-----------------------------------------------------------------------------
class CMeasureSectionInstance
{
public:
// Constructor: Points to object to accumulate time into
CMeasureSectionInstance( CMeasureSection *ms );
// Destructor: Latches accumulated time
virtual ~CMeasureSectionInstance( void );
private:
// Time of construction
CFastTimer m_Timer;
// Where to place elapsed time
CMeasureSection *m_pMS;
};
#endif // MEASURE_SECTION_H