futatabi: $(OBJS) $(CEF_LIBS)
$(CXX) -o $@ $^ $(LDFLAGS) $(LDLIBS)
-flow: flow.o
+flow: flow.o gpu_timers.o
$(CXX) -o $@ $^ -lepoxy -lSDL2 -lSDL2_image
eval: eval.o util.o
$(CXX) -o $@ $^
#include <stdio.h>
#include <unistd.h>
+#include "gpu_timers.h"
#include "util.h"
#include <algorithm>
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
-class GPUTimers {
-public:
- void print();
- pair<GLuint, GLuint> begin_timer(const string &name, int level);
-
-private:
- struct Timer {
- string name;
- int level;
- pair<GLuint, GLuint> query;
- };
- vector<Timer> timers;
-};
-
-pair<GLuint, GLuint> GPUTimers::begin_timer(const string &name, int level)
-{
- if (!enable_timing) {
- return make_pair(0, 0);
- }
-
- GLuint queries[2];
- glGenQueries(2, queries);
- glQueryCounter(queries[0], GL_TIMESTAMP);
-
- Timer timer;
- timer.name = name;
- timer.level = level;
- timer.query.first = queries[0];
- timer.query.second = queries[1];
- timers.push_back(timer);
- return timer.query;
-}
-
-void GPUTimers::print()
-{
- for (const Timer &timer : timers) {
- // NOTE: This makes the CPU wait for the GPU.
- GLuint64 time_start, time_end;
- glGetQueryObjectui64v(timer.query.first, GL_QUERY_RESULT, &time_start);
- glGetQueryObjectui64v(timer.query.second, GL_QUERY_RESULT, &time_end);
- //fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
- for (int i = 0; i < timer.level * 2; ++i) {
- fprintf(stderr, " ");
- }
- fprintf(stderr, "%-30s %4.1f ms\n", timer.name.c_str(), GLint64(time_end - time_start) / 1e6);
- }
-}
-
-// A simple RAII class for timing until the end of the scope.
-class ScopedTimer {
-public:
- ScopedTimer(const string &name, GPUTimers *timers)
- : timers(timers), level(0)
- {
- query = timers->begin_timer(name, level);
- }
-
- ScopedTimer(const string &name, ScopedTimer *parent_timer)
- : timers(parent_timer->timers),
- level(parent_timer->level + 1)
- {
- query = timers->begin_timer(name, level);
- }
-
- ~ScopedTimer()
- {
- end();
- }
-
- void end()
- {
- if (enable_timing && !ended) {
- glQueryCounter(query.second, GL_TIMESTAMP);
- ended = true;
- }
- }
-
-private:
- GPUTimers *timers;
- int level;
- pair<GLuint, GLuint> query;
- bool ended = false;
-};
-
class TexturePool {
public:
GLuint get_texture(GLenum format, GLuint width, GLuint height);
--- /dev/null
+#include <epoxy/gl.h>
+
+#include "gpu_timers.h"
+
+using namespace std;
+
+pair<GLuint, GLuint> GPUTimers::begin_timer(const string &name, int level)
+{
+ if (!enable_timing) {
+ return make_pair(0, 0);
+ }
+
+ GLuint queries[2];
+ glGenQueries(2, queries);
+ glQueryCounter(queries[0], GL_TIMESTAMP);
+
+ Timer timer;
+ timer.name = name;
+ timer.level = level;
+ timer.query.first = queries[0];
+ timer.query.second = queries[1];
+ timers.push_back(timer);
+ return timer.query;
+}
+
+void GPUTimers::print()
+{
+ for (const Timer &timer : timers) {
+ // NOTE: This makes the CPU wait for the GPU.
+ GLuint64 time_start, time_end;
+ glGetQueryObjectui64v(timer.query.first, GL_QUERY_RESULT, &time_start);
+ glGetQueryObjectui64v(timer.query.second, GL_QUERY_RESULT, &time_end);
+ //fprintf(stderr, "GPU time used = %.1f ms\n", time_elapsed / 1e6);
+ for (int i = 0; i < timer.level * 2; ++i) {
+ fprintf(stderr, " ");
+ }
+ fprintf(stderr, "%-30s %4.1f ms\n", timer.name.c_str(), GLint64(time_end - time_start) / 1e6);
+ }
+}
--- /dev/null
+#ifndef _GPU_TIMERS_H
+#define _GPU_TIMERS_H 1
+
+#include <string>
+#include <utility>
+#include <vector>
+
+#include <epoxy/gl.h>
+
+extern bool enable_timing;
+
+class GPUTimers {
+public:
+ void print();
+ std::pair<GLuint, GLuint> begin_timer(const std::string &name, int level);
+
+private:
+ struct Timer {
+ std::string name;
+ int level;
+ std::pair<GLuint, GLuint> query;
+ };
+ std::vector<Timer> timers;
+};
+
+// A simple RAII class for timing until the end of the scope.
+class ScopedTimer {
+public:
+ ScopedTimer(const std::string &name, GPUTimers *timers)
+ : timers(timers), level(0)
+ {
+ query = timers->begin_timer(name, level);
+ }
+
+ ScopedTimer(const std::string &name, ScopedTimer *parent_timer)
+ : timers(parent_timer->timers),
+ level(parent_timer->level + 1)
+ {
+ query = timers->begin_timer(name, level);
+ }
+
+ ~ScopedTimer()
+ {
+ end();
+ }
+
+ void end()
+ {
+ if (enable_timing && !ended) {
+ glQueryCounter(query.second, GL_TIMESTAMP);
+ ended = true;
+ }
+ }
+
+private:
+ GPUTimers *timers;
+ int level;
+ std::pair<GLuint, GLuint> query;
+ bool ended = false;
+};
+
+#endif // !defined(_GPU_TIMERS_H)