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// Copyright (c) 2018 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _Graphic3d_FrameStatsData_HeaderFile
#define _Graphic3d_FrameStatsData_HeaderFile
#include <NCollection_Array1.hxx>
#include <Graphic3d_FrameStatsCounter.hxx>
#include <Graphic3d_FrameStatsTimer.hxx>
#include <OSD_Timer.hxx>
#include <NCollection_LinearVector.hxx>
//! Data frame definition.
class Graphic3d_FrameStatsData
{
public:
DEFINE_STANDARD_ALLOC
//! Returns FPS (frames per seconds, elapsed time).
//! This number indicates an actual frame rate averaged for several frames within UpdateInterval()
//! duration, basing on a real elapsed time between updates.
double FrameRate() const { return myFps; }
//! Returns CPU FPS (frames per seconds, CPU time).
//! This number indicates a PREDICTED frame rate,
//! basing on CPU elapsed time between updates and NOT real elapsed time (which might include
//! periods of CPU inactivity). Number is expected to be greater then actual frame rate returned
//! by FrameRate(). Values significantly greater actual frame rate indicate that rendering is
//! limited by GPU performance (CPU is stalled in-between), while values around actual frame rate
//! indicate rendering being limited by CPU performance (GPU is stalled in-between).
double FrameRateCpu() const { return myFpsCpu; }
//! Returns FPS for immediate redraws.
double ImmediateFrameRate() const { return myFpsImmediate; }
//! Returns CPU FPS for immediate redraws.
double ImmediateFrameRateCpu() const { return myFpsCpuImmediate; }
//! Get counter value.
size_t CounterValue(Graphic3d_FrameStatsCounter theIndex) const { return myCounters[theIndex]; }
//! Get counter value.
size_t operator[](Graphic3d_FrameStatsCounter theIndex) const { return CounterValue(theIndex); }
//! Get timer value.
double TimerValue(Graphic3d_FrameStatsTimer theIndex) const { return myTimers[theIndex]; }
//! Get timer value.
double operator[](Graphic3d_FrameStatsTimer theIndex) const { return TimerValue(theIndex); }
//! Empty constructor.
Standard_EXPORT Graphic3d_FrameStatsData();
//! Copy constructor.
Standard_EXPORT Graphic3d_FrameStatsData(const Graphic3d_FrameStatsData& theOther);
//! Move constructor.
Standard_EXPORT Graphic3d_FrameStatsData(Graphic3d_FrameStatsData&& theOther) noexcept;
//! Assignment operator.
Standard_EXPORT Graphic3d_FrameStatsData& operator=(const Graphic3d_FrameStatsData& theOther);
//! Assignment with move operator.
Standard_EXPORT Graphic3d_FrameStatsData& operator=(Graphic3d_FrameStatsData&& theOther) noexcept;
//! Reset data.
Standard_EXPORT void Reset();
//! Fill with maximum values.
Standard_EXPORT void FillMax(const Graphic3d_FrameStatsData& theOther);
protected:
NCollection_LinearVector<size_t> myCounters; //!< counters
NCollection_LinearVector<double> myTimers; //!< timers
NCollection_LinearVector<double> myTimersMin; //!< minimal values of timers
NCollection_LinearVector<double> myTimersMax; //!< maximum values of timers
double myFps; //!< FPS meter (frames per seconds, elapsed time)
double myFpsCpu; //!< CPU FPS meter (frames per seconds, CPU time)
double myFpsImmediate; //!< FPS meter for immediate redraws
double myFpsCpuImmediate; //!< CPU FPS meter for immediate redraws
};
//! Temporary data frame definition.
class Graphic3d_FrameStatsDataTmp : public Graphic3d_FrameStatsData
{
public:
//! Empty constructor.
Standard_EXPORT Graphic3d_FrameStatsDataTmp();
//! Compute average data considering the amount of rendered frames.
Standard_EXPORT void FlushTimers(size_t theNbFrames, bool theIsFinal);
//! Reset data.
Standard_EXPORT void Reset();
//! Assignment operator (skip copying irrelevant properties).
void operator=(const Graphic3d_FrameStatsData& theOther)
{
Graphic3d_FrameStatsData::operator=(theOther);
}
//! Returns FPS (frames per seconds, elapsed time).
double& ChangeFrameRate() { return myFps; }
//! Returns CPU FPS (frames per seconds, CPU time).
double& ChangeFrameRateCpu() { return myFpsCpu; }
//! Returns FPS for immediate redraws.
double& ChangeImmediateFrameRate() { return myFpsImmediate; }
//! Returns CPU FPS for immediate redraws.
double& ChangeImmediateFrameRateCpu() { return myFpsCpuImmediate; }
//! Return a timer object for time measurements.
OSD_Timer& ChangeTimer(Graphic3d_FrameStatsTimer theTimer) { return myOsdTimers[theTimer]; }
//! Get counter value.
size_t& ChangeCounterValue(Graphic3d_FrameStatsCounter theIndex) { return myCounters[theIndex]; }
//! Modify counter value.
size_t& operator[](Graphic3d_FrameStatsCounter theIndex) { return ChangeCounterValue(theIndex); }
//! Modify timer value.
double& ChangeTimerValue(Graphic3d_FrameStatsTimer theIndex) { return myTimers[theIndex]; }
//! Modify timer value.
double& operator[](Graphic3d_FrameStatsTimer theIndex) { return ChangeTimerValue(theIndex); }
protected:
NCollection_LinearVector<OSD_Timer> myOsdTimers; //!< precise timers for time measurements
NCollection_LinearVector<double> myTimersPrev; //!< previous timers values
};
#endif // _Graphic3d_FrameStatsData_HeaderFile
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