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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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//
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// LLFastTimer documentation, written by Aleric (Feb 2012).
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//
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// Disclaimer: this is horrible code and I distantiate myself from it's design.
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// It's neither robust nor object oriented. I just document what I find, in
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// order to be able to fix the bugs (that logically result from such a design).
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//
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// Note that the choosen names of the variables are non-intuitive and make
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// understanding the code harder. However, I didn't change them in order to
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// make merging less of a nightmare in the future -- Aleric.
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//
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//
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// First of all, absolutely nothing in this code is even remotely thread-safe:
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// FastTimers should only be used from the main thread and never from another
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// thread.
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//
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// NamedTimerFactory is a singleton, accessed through NamedTimerFactory::instance().
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//
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// It has four pointer members which are initialized once to point to
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// four objects with a life-time equal to the application/singleton:
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//
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// mTimerRoot --> NamedTimer("root")
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// mActiveTimerRoot --> NamedTimer("Frame")
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// mRootFrameState --> FrameState(mActiveTimerRoot)
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// mAppTimer --> LLFastTimer(mRootFrameState)
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//
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// A NamedTimer has a name and a life-time of approximately that of the application.
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// There is exactly one instance per unique name.
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// NamedTimer's are ordered in a hierarchy with each one parent and zero or more
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// children (the "root" has parent NULL).
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// The parent of mActiveTimerRoot is mTimerRoot, which has one child: mActiveTimerRoot.
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// NamedTimer::getDepth() returns the number of parents; mTimerRoot has a depth of 0,
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// mActiveTimerRoot has a depth of 1 and so on. NamedTimer::getRootNamedTimer() just
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// returns mActiveTimerRoot.
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//
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// Each NamedTimer is linked to exactly one FrameState object, namely
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// LLFastTimer::getFrameStateList()[named_timer.getFrameStateIndex()], where
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// getFrameStateList() is a static function returning a global std::vector<FrameState>.
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// This vector is ordered "Depth First" (the FrameState objects (belonging to
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// NamedTimer objects) with smallest depth first). The vector is resorted a few
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// times in the beginning (and indexes in FrameState updated) since timers are added
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// whenever they are first used, not in "Depth First" order, but stabilizes after a
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// while. This implies that FrameState pointers can't really be used: FrameState
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// objects move around in memory whenever something is inserted or removed from the
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// std::vector and/or when the vector is resorted. However, FrameState pointers ARE
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// being used and code exists that tries to update those pointers in the above
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// mentioned cases (this part had bugs, which I now fixed).
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//
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// FrameState objects point back to their corresponding NamedTimer through mTimer.
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// They have also parents: the FrameState object corresponding to the parent of mTimer.
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//
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// Thus, so far we have (assuming "namedtimerX" was created first):
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//
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// NamedTimer's: FrameState's:
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//
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// NULL
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// ^
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// |
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// depth=0: "root" (mTimerRoot) <-------> getFrameStateList()[0]
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// ^ ^
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// | (parent) | (parent)
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// | |
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// depth=1: "Frame" (mActiveTimerRoot) <-------> mRootFrameState
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// ^ ^ ^ ^
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// | | | |
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// | (parent) | (parent) | (parent) | (parent)
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// | | | |
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// depth=2: "namedtimerX" | <-------> getFrameStateList()[2] |
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// "namedtimerY" <-------> getFrameStateList()[3]
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//
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// where the NamedTimer's point to the corresponding FrameState's by means of
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// NamedTimer::mFrameStateIndex, and the FrameState's point back through FrameState::mTimer.
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//
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// Note the missing getFrameStateList()[1], which is ignored and replaced by
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// a specific call to 'new FrameState' in initSingleton(). The reason for that is
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// probably because otherwise mRootFrameState has to be updated every time the
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// frame state list vector is moved in memory. This special case adds some complexity to,
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// for instance, getFrameState() which now needs to test if the caller is mActiveTimerRoot.
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//
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// DeclareTimer objects are NameTimer/FrameState pointer pairs with again a lifetime
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// of approximately that of the application. The are usually static, even global,
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// and are passed an name as string; the name is looked up and added if not already
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// existing, or else the previously created pair is returned. Obviously, "root" and
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// "Frame" are the only ones that don't have a corresponding DeclareTimer object.
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//
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// LLFastTimer objects are short lived objects, created in a scope and destroyed
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// at the end in order to measure the time that the application spent in that
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// scope. They are passed DeclareTimer objects to know which timer to append to.
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// LLFastTimer::mFrameState is a pointer to the corresponding timer.
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// The static LLFastTimer::sCurTimerData is a CurTimerData struct that has
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// a duplicate of that pointer as well as a pointer to the corresponding NamedTimer,
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// of the last LLFastTimer object that was created (and not destroyed again);
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// in other words: the running timer with the largest depth.
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// When a new LLFastTimer object is created while one is already running,
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// then this sCurTimerData is saved in the already running one (as
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// LLFastTimer::mLastTimerData) and restored upon destruction of that child timer.
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//
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// The following FrameState pointers are being used:
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//
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// FrameState::mParent
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// DeclareTimer::mFrameState
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// CurTimerData::mFrameState
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// LLFastTimer::mFrameState
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//
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// All of those can be invalidated whenever something is added to the std::vector<FrameState>,
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// and when that vector is sorted.
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//
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// Adding new FrameState objects is done in NamedTimer(std::string const& name), called from
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// createNamedTimer(), called whenever a DeclareTimer is constructed. At the end of the
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// DeclareTimer constructor update_cached_pointers_if_changed() is called, which calls
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// updateCachedPointers() if the std::vector moved in memory since last time it was called.
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//
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// Sorting is done in NamedTimer::resetFrame(), which theoretically can be called from
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// anywhere. Also here updateCachedPointers() is called, directly after sorting the vector.
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//
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// I fixed updateCachedPointers() to correct all of the above pointers and removed
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// another FrameState pointer that was unnecessary.
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#include "linden_common.h"
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#include "llfasttimer.h"
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@@ -57,20 +176,14 @@ S32 LLFastTimer::sLastFrameIndex = -1;
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U64 LLFastTimer::sLastFrameTime = LLFastTimer::getCPUClockCount64();
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bool LLFastTimer::sPauseHistory = 0;
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bool LLFastTimer::sResetHistory = 0;
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LLFastTimer::CurTimerData LLFastTimer::sCurTimerData;
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BOOL LLFastTimer::sLog = FALSE;
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std::string LLFastTimer::sLogName = "";
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BOOL LLFastTimer::sMetricLog = FALSE;
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LLMutex* LLFastTimer::sLogLock = NULL;
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std::queue<LLSD> LLFastTimer::sLogQueue;
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#define USE_RDTSC 0
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#if LL_LINUX || LL_SOLARIS
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U64 LLFastTimer::sClockResolution = 1000000000; // Nanosecond resolution
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#else
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U64 LLFastTimer::sClockResolution = 1000000; // Microsecond resolution
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#endif
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std::vector<LLFastTimer::FrameState>* LLFastTimer::sTimerInfos = NULL;
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U64 LLFastTimer::sTimerCycles = 0;
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U32 LLFastTimer::sTimerCalls = 0;
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@@ -132,10 +245,11 @@ public:
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// so we have to work around that by using a specialized implementation
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// for the special case were mTimerRoot != mActiveTimerRoot -- Aleric
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mRootFrameState->mParent = &LLFastTimer::getFrameStateList()[0]; // &mTimerRoot->getFrameState()
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mRootFrameState->mParent->mActiveCount = 1;
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// And the following four lines are mActiveTimerRoot->setParent(mTimerRoot);
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llassert(!mActiveTimerRoot->mParent);
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mActiveTimerRoot->mParent = mTimerRoot; // mParent = parent;
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mRootFrameState->mParent = mRootFrameState->mParent; // getFrameState().mParent = &parent->getFrameState();
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//mRootFrameState->mParent = mRootFrameState->mParent; // getFrameState().mParent = &parent->getFrameState();
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mTimerRoot->getChildren().push_back(mActiveTimerRoot); // parent->getChildren().push_back(this);
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mTimerRoot->mNeedsSorting = true; // parent->mNeedsSorting = true;
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@@ -193,7 +307,7 @@ private:
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LLFastTimer::NamedTimer* mActiveTimerRoot;
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LLFastTimer::NamedTimer* mTimerRoot;
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LLFastTimer* mAppTimer;
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LLFastTimer::FrameState* mRootFrameState;
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LLFastTimer::FrameState* mRootFrameState; // Points to memory allocated with new, so this pointer is not invalidated.
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};
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void update_cached_pointers_if_changed()
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@@ -202,9 +316,9 @@ void update_cached_pointers_if_changed()
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static LLFastTimer::FrameState* sFirstTimerAddress = NULL;
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if (&*(LLFastTimer::getFrameStateList().begin()) != sFirstTimerAddress)
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{
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LLFastTimer::DeclareTimer::updateCachedPointers();
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LLFastTimer::updateCachedPointers();
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sFirstTimerAddress = &*(LLFastTimer::getFrameStateList().begin());
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}
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sFirstTimerAddress = &*(LLFastTimer::getFrameStateList().begin());
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}
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LLFastTimer::DeclareTimer::DeclareTimer(const std::string& name, bool open )
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@@ -223,54 +337,69 @@ LLFastTimer::DeclareTimer::DeclareTimer(const std::string& name)
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}
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// static
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void LLFastTimer::DeclareTimer::updateCachedPointers()
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void LLFastTimer::updateCachedPointers()
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{
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// propagate frame state pointers to timer declarations
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for (instance_iter it = beginInstances(); it != endInstances(); ++it)
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// Update DeclareTimer::mFrameState pointers.
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for (DeclareTimer::instance_iter it = DeclareTimer::beginInstances(); it != DeclareTimer::endInstances(); ++it)
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{
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// update cached pointer
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it->mFrameState = &it->mTimer.getFrameState();
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}
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// also update frame states of timers on stack
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static LLFastTimer::CurTimerData& static_cur_data = LLFastTimer::CurTimerData::get();
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LLFastTimer* cur_timerp = static_cur_data.mCurTimer;
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while(cur_timerp->mLastTimerData.mCurTimer != cur_timerp)
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// Update CurTimerData::mFrameState and LLFastTimer::mFrameState of timers on the stack.
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FrameState& root_frame_state(NamedTimerFactory::instance().getRootFrameState()); // This one is not invalidated.
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CurTimerData* cur_timer_data = &LLFastTimer::sCurTimerData;
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// If the the following condition holds then cur_timer_data->mCurTimer == mAppTimer and
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// we can stop since mAppTimer->mFrameState is allocated with new and does not invalidate.
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while(cur_timer_data->mFrameState != &root_frame_state)
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{
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cur_timerp->mFrameState = &cur_timerp->mFrameState->mTimer->getFrameState();
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cur_timerp = cur_timerp->mLastTimerData.mCurTimer;
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cur_timer_data->mFrameState = cur_timer_data->mCurTimer->mFrameState = &cur_timer_data->mNamedTimer->getFrameState();
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cur_timer_data = &cur_timer_data->mCurTimer->mLastTimerData;
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}
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// Update FrameState::mParent
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info_list_t& frame_state_list(getFrameStateList());
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FrameState* const vector_start = &*frame_state_list.begin();
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int const vector_size = frame_state_list.size();
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FrameState const* const old_vector_start = root_frame_state.mParent;
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if (vector_start != old_vector_start)
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{
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// Vector was moved; if it was sorted then FrameState::mParent will get fixed after returning from this function (see LLFastTimer::NamedTimer::resetFrame).
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root_frame_state.mParent = vector_start;
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ptrdiff_t offset = vector_start - old_vector_start;
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llassert(frame_state_list[vector_size - 1].mParent == vector_start); // The one that was added at the end is already OK.
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for (int i = 2; i < vector_size - 1; ++i)
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{
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FrameState*& parent(frame_state_list[i].mParent);
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if (parent != &root_frame_state)
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{
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parent += offset;
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}
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}
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}
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}
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//static
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#if (LL_DARWIN || LL_LINUX || LL_SOLARIS) && !(defined(__i386__) || defined(__amd64__))
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U64 LLFastTimer::countsPerSecond() // counts per second for the *32-bit* timer
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{
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return sClockResolution >> 8;
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}
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#else // windows or x86-mac or x86-linux or x86-solaris
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U64 LLFastTimer::countsPerSecond() // counts per second for the *32-bit* timer
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{
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#if USE_RDTSC || !LL_WINDOWS
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//getCPUFrequency returns MHz and sCPUClockFrequency wants to be in Hz
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static U64 sCPUClockFrequency = U64(LLProcessorInfo().getCPUFrequency()*1000000.0);
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// we drop the low-order byte in our timers, so report a lower frequency
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// See lltimer.cpp.
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#if LL_LINUX || LL_DARWIN || LL_SOLARIS
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std::string LLFastTimer::sClockType = "gettimeofday";
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#elif LL_WINDOWS
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std::string LLFastTimer::sClockType = "QueryPerformanceCounter";
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#else
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// If we're not using RDTSC, each fasttimer tick is just a performance counter tick.
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// Not redefining the clock frequency itself (in llprocessor.cpp/calculate_cpu_frequency())
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// since that would change displayed MHz stats for CPUs
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#error "Platform not supported"
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#endif
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//static
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U64 LLFastTimer::countsPerSecond() // counts per second for the *32-bit* timer
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{
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static bool firstcall = true;
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static U64 sCPUClockFrequency;
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if (firstcall)
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{
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QueryPerformanceFrequency((LARGE_INTEGER*)&sCPUClockFrequency);
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sCPUClockFrequency = calc_clock_frequency();
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firstcall = false;
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}
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#endif
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return sCPUClockFrequency >> 8;
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}
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#endif
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LLFastTimer::FrameState::FrameState(LLFastTimer::NamedTimer* timerp)
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: mActiveCount(0),
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@@ -408,11 +537,12 @@ void LLFastTimer::NamedTimer::buildHierarchy()
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// bootstrap tree construction by attaching to last timer to be on stack
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// when this timer was called
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if (timer.getFrameState().mLastCaller && timer.mParent == NamedTimerFactory::instance().getRootTimer())
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FrameState& frame_state(timer.getFrameState());
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if (frame_state.mLastCaller && timer.mParent == NamedTimerFactory::instance().getRootTimer())
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{
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timer.setParent(timer.getFrameState().mLastCaller->mTimer);
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timer.setParent(frame_state.mLastCaller);
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// no need to push up tree on first use, flag can be set spuriously
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timer.getFrameState().mMoveUpTree = false;
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frame_state.mMoveUpTree = false;
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}
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}
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}
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@@ -461,12 +591,10 @@ void LLFastTimer::NamedTimer::accumulateTimings()
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{
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U32 cur_time = getCPUClockCount32();
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static LLFastTimer::CurTimerData& static_cur_data = LLFastTimer::CurTimerData::get();
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// walk up stack of active timers and accumulate current time while leaving timing structures active
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LLFastTimer* cur_timer = static_cur_data.mCurTimer;
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LLFastTimer* cur_timer = sCurTimerData.mCurTimer;
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// root defined by parent pointing to self
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CurTimerData* cur_data = &static_cur_data;
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CurTimerData* cur_data = &sCurTimerData;
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while(cur_timer->mLastTimerData.mCurTimer != cur_timer)
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{
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U32 cumulative_time_delta = cur_time - cur_timer->mStartTime;
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@@ -573,15 +701,14 @@ void LLFastTimer::NamedTimer::resetFrame()
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timerp->mFrameStateIndex = index;
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index++;
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llassert_always(timerp->mFrameStateIndex < (S32)getFrameStateList().size());
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}
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llassert(index == (S32)getFrameStateList().size());
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// sort timers by DFS traversal order to improve cache coherency
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std::sort(getFrameStateList().begin(), getFrameStateList().end(), SortTimersDFS());
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// update pointers into framestatelist now that we've sorted it
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DeclareTimer::updateCachedPointers();
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updateCachedPointers();
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// reset for next frame
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{
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@@ -615,10 +742,8 @@ void LLFastTimer::NamedTimer::reset()
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// effectively zeroing out any accumulated time
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U32 cur_time = getCPUClockCount32();
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static LLFastTimer::CurTimerData& static_cur_data = LLFastTimer::CurTimerData::get();
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// root defined by parent pointing to self
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CurTimerData* cur_data = &static_cur_data;
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CurTimerData* cur_data = &sCurTimerData;
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LLFastTimer* cur_timer = cur_data->mCurTimer;
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while(cur_timer->mLastTimerData.mCurTimer != cur_timer)
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{
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@@ -652,13 +777,16 @@ void LLFastTimer::NamedTimer::reset()
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//static
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LLFastTimer::info_list_t& LLFastTimer::getFrameStateList()
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{
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//Static local varaible to avoid static initialization order fiasco.
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//NamedTimerFactory ctor uses this object, and is called during static initialization...
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//often before llfasttimer_class.cpp's translation unit.
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//'leak' is harmless and intended to ensure it out-scopes NamedTimerFactory.
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static info_list_t* timer_infos = new info_list_t();
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return *timer_infos;
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{
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if (!sTimerInfos)
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{
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sTimerInfos = new info_list_t;
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#if 0
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// Avoid the vector being moved in memory by reserving enough memory right away.
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sTimerInfos->reserve(1024);
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#endif
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}
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return *sTimerInfos;
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}
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@@ -788,23 +916,27 @@ const LLFastTimer::NamedTimer* LLFastTimer::getTimerByName(const std::string& na
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LLFastTimer::LLFastTimer(LLFastTimer::FrameState* state)
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: mFrameState(state)
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{
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// Only called for mAppTimer with mRootFrameState, which never invalidates.
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llassert(state == &NamedTimerFactory::instance().getRootFrameState());
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U32 start_time = getCPUClockCount32();
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mStartTime = start_time;
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mFrameState->mActiveCount++;
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static LLFastTimer::CurTimerData& static_cur_data = LLFastTimer::CurTimerData::get();
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static_cur_data.mCurTimer = this;
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static_cur_data.mFrameState = mFrameState;
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static_cur_data.mChildTime = 0;
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mLastTimerData = static_cur_data;
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LLFastTimer::sCurTimerData.mCurTimer = this;
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LLFastTimer::sCurTimerData.mNamedTimer = mFrameState->mTimer;
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LLFastTimer::sCurTimerData.mFrameState = mFrameState;
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LLFastTimer::sCurTimerData.mChildTime = 0;
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// This is the root FastTimer (mAppTimer), mark it as such by having
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// mLastTimerData be equal to sCurTimerData (which is a rather arbitrary
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// and not very logical way to do that --Aleric).
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mLastTimerData = LLFastTimer::sCurTimerData;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Important note: These implementations must be FAST!
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//
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//LL_COMMON_API U64 get_clock_count(); // in lltimer.cpp
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// These use QueryPerformanceCounter, which is arguably fine and also works on AMD architectures.
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U32 LLFastTimer::getCPUClockCount32()
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@@ -817,9 +949,3 @@ U64 LLFastTimer::getCPUClockCount64()
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return get_clock_count();
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}
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#if LL_WINDOWS
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std::string LLFastTimer::sClockType = "QueryPerformanceCounter";
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#else
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std::string LLFastTimer::sClockType = "gettimeofday";
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#endif
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