0ad/source/lib/timer.h
janwas be3f3bdbfb # SwEng / MacOSX compat
further cleanup to sysdep.h: avoid pulling in win and ia32; split header
up into stl, compiler, and the actual sys_* API. (all but the latter are
in PCH).

timer: also avoid dragging in ia32
win: move snprintf fix to posix.h
cpu: simplify reasoning about cores, now given as logicalPerCore (not
package)
vfs_optimizer: fix if archive building is partially disabled

This was SVN commit r5008.
2007-04-30 14:35:19 +00:00

278 lines
7.4 KiB
C++

/**
* =========================================================================
* File : timer.h
* Project : 0 A.D.
* Description : platform-independent high resolution timer and
* : FPS measuring code.
*
* @author Jan.Wassenberg@stud.uni-karlsruhe.de
* =========================================================================
*/
/*
* Copyright (c) 2003-2005 Jan Wassenberg
*
* Redistribution and/or modification are also permitted under the
* terms of the GNU General Public License as published by the
* Free Software Foundation (version 2 or later, at your option).
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
#ifndef TIMER_H
#define TIMER_H
#include <string>
#include "debug.h" // debug_printf
// high resolution (> 1 us) timestamp [s], starting at or near 0 s.
extern double get_time(void);
// return resolution (expressed in [s]) of the time source underlying
// get_time.
extern double timer_res(void);
// calculate fps (call once per frame)
// several smooth filters (tuned for ~100 FPS)
// => less fluctuation, but rapid tracking
extern int fps; // for user display
extern float spf; // for time-since-last-frame use
extern void calc_fps(void);
//
// cumulative timer API
//
// this supplements in-game profiling by providing low-overhead,
// high resolution time accounting.
// since TIMER_ACCRUE et al. are called so often, we try to keep
// overhead to an absolute minimum. this flag allows storing
// raw tick counts (e.g. CPU cycles returned by ia32_rdtsc) instead of
// absolute time. there are two benefits:
// - no need to convert from raw->time on every call
// (instead, it's only done once when displaying the totals)
// - possibly less overhead to querying the time itself
// (get_time may be using slower time sources with ~3us overhead)
//
// however, the cycle count is not necessarily a measure of wall-clock time.
// therefore, on systems with SpeedStep active, measurements of
// I/O or other non-CPU bound activity may be skewed. this is ok because
// the timer is only used for profiling; just be aware of the issue.
// if it's a problem or no raw tick source is available, disable this.
//
// note that overflow isn't an issue either way (63 bit cycle counts
// at 10 GHz cover intervals of 29 years).
#if CPU_IA32
# define TIMER_USE_RDTSC 1
typedef i64 TimerUnit;
#else
# define TIMER_USE_RDTSC 0
typedef double TimerUnit;
#endif // #if CPU_IA32
// opaque - do not access its fields!
// note: must be defined here because clients instantiate them;
// fields cannot be made private due to C compatibility requirement.
struct TimerClient
{
TimerUnit sum; // total bill
// only store a pointer for efficiency.
const char* description;
TimerClient* next;
// how often timer_bill_client was called (helps measure relative
// performance of something that is done indeterminately often).
uint num_calls;
};
// make the given TimerClient (usually instantiated as static data)
// ready for use. returns its address for TIMER_ADD_CLIENT's convenience.
// this client's total (added to by timer_bill_client) will be
// displayed by timer_display_client_totals.
// notes:
// - may be called at any time;
// - always succeeds (there's no fixed limit);
// - free() is not needed nor possible.
// - description must remain valid until exit; a string literal is safest.
extern TimerClient* timer_add_client(TimerClient* tc, const char* description);
// add <dt> to the client's total.
extern void timer_bill_client(TimerClient* tc, TimerUnit dt);
// display all clients' totals; does not reset them.
// typically called at exit.
extern void timer_display_client_totals();
// used via TIMER* macros below.
class ScopeTimer
{
double t0;
const char* description;
public:
ScopeTimer(const char* _description)
{
t0 = get_time();
description = _description;
}
~ScopeTimer()
{
double t1 = get_time();
double dt = t1-t0;
// determine scale factor for pretty display
double scale = 1e6;
const char* unit = "us";
if(dt > 1.0)
scale = 1, unit = "s";
else if(dt > 1e-3)
scale = 1e3, unit = "ms";
debug_printf("TIMER| %s: %g %s\n", description, dt*scale, unit);
}
// disallow copying (makes no sense)
private:
ScopeTimer& operator=(const ScopeTimer&);
};
/*
Measure the time taken to execute code up until end of the current scope;
display it via debug_printf. Can safely be nested.
Useful for measuring time spent in a function or basic block.
<description> must remain valid over the lifetime of this object;
a string literal is safest.
Example usage:
void func()
{
TIMER("description");
// code to be measured
}
*/
#define TIMER(description) ScopeTimer UID__(description)
/*
Measure the time taken to execute code between BEGIN and END markers;
display it via debug_printf. Can safely be nested.
Useful for measuring several pieces of code within the same function/block.
<description> must remain valid over the lifetime of this object;
a string literal is safest.
Caveats:
- this wraps the code to be measured in a basic block, so any
variables defined there are invisible to surrounding code.
- the description passed to END isn't inspected; you are responsible for
ensuring correct nesting!
Example usage:
void func2()
{
// uninteresting code
TIMER_BEGIN("description2");
// code to be measured
TIMER_END("description2");
// uninteresting code
}
*/
#define TIMER_BEGIN(description) { ScopeTimer UID__(description)
#define TIMER_END(description) }
#if TIMER_USE_RDTSC
// fast, not usable as wall-clock (http://www.gamedev.net/reference/programming/features/timing)
class TimerRdtsc
{
public:
typedef i64 unit;
unit get_timestamp() const;
};
#else
class TimerNormal
{
public:
typedef double unit;
unit get_timestamp() const
{
return get_time();
}
};
#endif // TIMER_USE_RDTSC
// used via TIMER_ACCRUE
template<class TimerImpl = TimerRdtsc> class ScopeTimerAccrue
{
TimerImpl impl;
typename TimerImpl::unit t0;
TimerClient* tc;
public:
ScopeTimerAccrue<TimerImpl>(TimerClient* tc_)
{
t0 = impl.get_timestamp();
tc = tc_;
}
~ScopeTimerAccrue<TimerImpl>()
{
typename TimerImpl::unit dt = impl.get_timestamp() - t0;
timer_bill_client(tc, dt);
}
// disallow copying (makes no sense)
private:
ScopeTimerAccrue<TimerImpl>& operator=(const ScopeTimerAccrue<TimerImpl>&);
};
// "allocate" a new TimerClient that will keep track of the total time
// billed to it, along with a description string. These are displayed when
// timer_display_client_totals is called.
// Invoke this at file or function scope; a (static) TimerClient pointer of
// name <id> will be defined, which should be passed to TIMER_ACCRUE.
#define TIMER_ADD_CLIENT(id)\
static TimerClient UID__;\
static TimerClient* id = timer_add_client(&UID__, #id);
/*
Measure the time taken to execute code up until end of the current scope;
bill it to the given TimerClient object. Can safely be nested.
Useful for measuring total time spent in a function or basic block over the
entire program.
<description> must remain valid over the lifetime of this object;
a string literal is safest.
Example usage:
TIMER_ADD_CLIENT(identifier)
void func()
{
TIMER_ACCRUE(name_of_pointer_to_client);
// code to be measured
}
[at exit]
timer_display_client_totals();
*/
#define TIMER_ACCRUE(client) ScopeTimerAccrue<> UID__(client)
#endif // #ifndef TIMER_H