// 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 myCounters; //!< counters NCollection_LinearVector myTimers; //!< timers NCollection_LinearVector myTimersMin; //!< minimal values of timers NCollection_LinearVector 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 myOsdTimers; //!< precise timers for time measurements NCollection_LinearVector myTimersPrev; //!< previous timers values }; #endif // _Graphic3d_FrameStatsData_HeaderFile