209 lines
6.6 KiB
C++
209 lines
6.6 KiB
C++
/**
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* @file llframetimer.h
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* @brief A lightweight timer that measures seconds and is only
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* updated once per frame.
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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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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#ifndef LL_LLFRAMETIMER_H
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#define LL_LLFRAMETIMER_H
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/**
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* *NOTE: Because of limitations on linux which we do not really have
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* time to explore, the total time is derived from the frame time
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* and is recsynchronized on every frame.
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*/
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#include "lltimer.h"
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#include "timing.h"
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#include <apr_thread_mutex.h>
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#ifdef SHOW_ASSERT
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#include "aithreadid.h" // is_main_thread()
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#endif
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class LL_COMMON_API LLFrameTimer
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{
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public:
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// Create an LLFrameTimer and start it. After creation it is running and in the state expired (hasExpired will return true).
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LLFrameTimer(void) : mExpiry(0), mRunning(true), mPaused(false) { if (!sGlobalMutex) global_initialization(); setAge(0.0); }
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// Atomic reads of static variables.
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// Return the number of seconds since the start of the application.
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static F64 getElapsedSeconds(void)
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{
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// Loses msec precision after ~4.5 hours...
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apr_thread_mutex_lock(sGlobalMutex);
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F64 res = sFrameTime;
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apr_thread_mutex_unlock(sGlobalMutex);
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return res;
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}
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// Return a low precision usec since epoch.
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static U64 getTotalTime(void)
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{
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// sTotalTime is only accessed by the main thread, so no locking is necessary.
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llassert(is_main_thread());
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//apr_thread_mutex_lock(sGlobalMutex);
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U64 res = sTotalTime;
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//apr_thread_mutex_unlock(sGlobalMutex);
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llassert(res);
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return res;
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}
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// Return a low precision seconds since epoch.
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static F64 getTotalSeconds(void)
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{
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// sTotalSeconds is only accessed by the main thread, so no locking is necessary.
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llassert(is_main_thread());
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//apr_thread_mutex_lock(sGlobalMutex);
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F64 res = sTotalSeconds;
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//apr_thread_mutex_unlock(sGlobalMutex);
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return res;
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}
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// Return current frame number (the number of frames since application start).
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static U32 getFrameCount(void)
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{
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// sFrameCount is only accessed by the main thread, so no locking is necessary.
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llassert(is_main_thread());
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//apr_thread_mutex_lock(sGlobalMutex);
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U32 res = sFrameCount;
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//apr_thread_mutex_unlock(sGlobalMutex);
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return res;
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}
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// Call this method once per frame to update the current frame time.
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// This is actually called at some other times as well.
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static void updateFrameTime(void);
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// Call this method once, and only once, per frame to update the current frame count and sFrameDeltaTime.
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static void updateFrameTimeAndCount(void);
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// Return duration of last frame in seconds.
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static F32 getFrameDeltaTimeF32(void);
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// Return seconds since the current frame started
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static F32 getCurrentFrameTime(void);
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// MANIPULATORS
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void reset(F32 expiration = 0.f) // Same as start() but leaves mRunning off when called after stop().
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{
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llassert(!mPaused);
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mStartTime = getElapsedSeconds();
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mExpiry = mStartTime + expiration;
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}
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void start(F32 expiration = 0.f) // Reset and (re)start with expiration.
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{
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reset(expiration);
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mRunning = true; // Start, if not already started.
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}
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void stop(void) // Stop running.
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{
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llassert(!mPaused);
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mRunning = false;
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}
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void pause(); // Mark elapsed time so far.
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void unpause(); // Move 'start' time in order to decrement time between pause and unpause from ElapsedTime.
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void setTimerExpirySec(F32 expiration) { llassert(!mPaused); mExpiry = mStartTime + expiration; }
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void setExpiryAt(F64 seconds_since_epoch);
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bool checkExpirationAndReset(F32 expiration); // Returns true when expired. Only resets if expired.
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F32 getElapsedTimeAndResetF32(void);
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void setAge(const F64 age) { llassert(!mPaused); mStartTime = getElapsedSeconds() - age; }
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// ACCESSORS
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bool hasExpired() const { return getElapsedSeconds() >= mExpiry; }
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F32 getElapsedTimeF32() const { llassert(mRunning); return mPaused ? (F32)mStartTime : (F32)(getElapsedSeconds() - mStartTime); }
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bool getStarted() const { return mRunning; }
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// return the seconds since epoch when this timer will expire.
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F64 expiresAt() const;
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public:
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// Do one-time initialization of the static members.
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static void global_initialization(void);
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protected:
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//
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// Application constants
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//
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// Application start in microseconds since epoch.
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static U64 const sStartTotalTime;
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//
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// Global data.
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//
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// More than one thread are accessing (some of) these variables, therefore we need locking.
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static apr_thread_mutex_t* sGlobalMutex;
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// Current time in seconds since application start, updated together with sTotalTime.
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static F64 sFrameTime;
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// Microseconds between last two calls to updateFrameTimeAndCount (time between last two frames).
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static U64 sFrameDeltaTime;
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// Current time in microseconds since epoch, updated at least once per frame.
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static U64 sTotalTime;
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// Previous (frame) time in microseconds since epoch, updated once per frame.
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static U64 sPrevTotalTime;
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// Current time in seconds since epoch, updated together with sTotalTime.
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static F64 sTotalSeconds;
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// Current frame number (number of frames since application start).
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static S32 sFrameCount;
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//
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// Member data
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//
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// When not paused (mPaused is false): number of seconds since application start,
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// otherwise this value is equal to the accumulated run time (ElapsedTime).
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// Set equal to sFrameTime when reset.
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F64 mStartTime;
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// Timer expires when sFrameTime reaches this value (in seconds since application start).
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F64 mExpiry;
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// True when running, merely a boolean return by getStarted(). The timer always runs.
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bool mRunning;
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// True when accumulating ElapsedTime. If false mStartTime has a different meaning
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// and really unpause() should be called before anything else.
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bool mPaused;
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};
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// Glue code for Havok (or anything else that doesn't want the full .h files)
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extern F32 getCurrentFrameTime();
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#endif // LL_LLFRAMETIMER_H
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