/************************************************************************************ Filename : RenderProfiler.h Content : Profiling for render. Created : March 10, 2014 Authors : Caleb Leak Copyright : Copyright 2012 Oculus VR, LLC 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_Kernel.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