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+/************************************************************************************
+
+Filename : RenderProfiler.h
+Content : Profiling for render.
+Created : March 10, 2014
+Authors : Caleb Leak
+
+Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+*************************************************************************************/
+
+#ifndef INC_RenderProfiler_h
+#define INC_RenderProfiler_h
+
+#include "OVR.h"
+
+// TODO: Refactor option menu so dependencies are in a separate file.
+#include "OptionMenu.h"
+
+//-------------------------------------------------------------------------------------
+// ***** RenderProfiler
+
+// Tracks reported timing sample in a frame and dislays them an overlay from DrawOverlay().
+class RenderProfiler
+{
+public:
+ enum { NumFramesOfTimerHistory = 10 };
+
+ enum SampleType
+ {
+ Sample_FrameStart ,
+ Sample_AfterGameProcessing ,
+ Sample_AfterEyeRender ,
+ // Sample_BeforeDistortion ,
+ // Sample_AfterDistortion ,
+ Sample_AfterPresent ,
+ // Sample_AfterFlush ,
+
+ Sample_LAST
+ };
+
+ RenderProfiler();
+
+ // Records the current time for the given sample type.
+ void RecordSample(SampleType sampleType);
+
+ const double* GetAverages() const { return SampleAverage; }
+ const double* GetLastSampleSet() const;
+
+ void DrawOverlay(RenderDevice* prender);
+
+private:
+
+ double SampleHistory[NumFramesOfTimerHistory][Sample_LAST];
+ double SampleAverage[Sample_LAST];
+ int SampleCurrentFrame;
+};
+
+#endif // INC_RenderProfiler_h