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#include "Headers/ApplicationTimer.h"
#include "Headers/ProfileTimer.h"

#include "Core/Headers/Console.h"
#include "Core/Math/Headers/MathHelper.h"
#include "Utility/Headers/Localization.h"

#pragma message("DIVIDE Framework uses U64 (unsigned long long) data types for timing with microsecond resolution!")
#pragma message("Use apropriate conversion in time sensitive code (see ApplicationTimer.h)")

namespace Divide {

ApplicationTimer::ApplicationTimer() : _targetFrameRate(Config::TARGET_FRAME_RATE),
                                       _ticksPerMicrosecond(0.0),
                                       _speedfactor(1.0f),
                                       _elapsedTimeUs(0ULL),
                                       _init(false),
                                       _benchmark(false)
{
    _ticksPerSecond.QuadPart = 0LL;
    _frameDelay.QuadPart = 0LL;
    _startupTicks.QuadPart = 0LL;
}

ApplicationTimer::~ApplicationTimer()
{
}

void ApplicationTimer::addTimer(ProfileTimer* const timer) {
    _profileTimers.push_back(timer);
}

void ApplicationTimer::removeTimer(ProfileTimer* const timer) {
    const stringImpl& timerName = timer->name();
    _profileTimers.erase(std::remove_if(_profileTimers.begin(), _profileTimers.end(),
                         [&timerName](ProfileTimer* tTimer)->bool {
                            return tTimer->name().compare(timerName) == 0;
                         }),
                        _profileTimers.end());
}

///No need for init to be threadsafe
void ApplicationTimer::init(U8 targetFrameRate) {
    assert(!_init);//<prevent double init

    _targetFrameRate = static_cast<U32>(targetFrameRate);

#if defined( OS_WINDOWS )
    bool queryAvailable = QueryPerformanceFrequency(&_ticksPerSecond) != 0;
    DIVIDE_ASSERT(queryAvailable, "Current system does not support 'QueryPerformanceFrequency calls!");
    QueryPerformanceCounter(&_startupTicks);
#else
    gettimeofday(&_startupTicks, nullptr);
#endif

    _ticksPerMicrosecond = static_cast<D32>(_ticksPerSecond.QuadPart / 1000000.0);
    _frameDelay = _startupTicks;
    _init = true;
}

ApplicationTimer::LI ApplicationTimer::getCurrentTicksInternal() const {
    LI currentTicks;
    currentTicks.QuadPart = 0;
#if defined( OS_WINDOWS )
    QueryPerformanceCounter(&currentTicks);
#else
    gettimeofday(&currentTicks,nullptr);
#endif
    return currentTicks;
}

U64 ApplicationTimer::getElapsedTimeInternal(LI currentTicks) const {
    return static_cast<U64>((currentTicks.QuadPart - _startupTicks.QuadPart) / _ticksPerMicrosecond);
}

void ApplicationTimer::update(U32 frameCount) {
    LI currentTicks = getCurrentTicksInternal();
    _elapsedTimeUs = getElapsedTimeInternal(currentTicks);

    _speedfactor = static_cast<F32>((currentTicks.QuadPart - _frameDelay.QuadPart) / 
                                    (_ticksPerSecond.QuadPart / static_cast<F32>(_targetFrameRate)));
    _frameDelay = currentTicks;

    if (_speedfactor <= 0.0f) {
        _speedfactor = 1.0f;
    }

    _fps = _targetFrameRate / _speedfactor;
    _frameTime = 1000.0 / _fps;

    benchmarkInternal(frameCount);
}

namespace {
    static U32 g_averageCount = 0;
    static F32 g_maxFps = std::numeric_limits<F32>::min();
    static F32 g_minFps = std::numeric_limits<F32>::max();
    static F32 g_averageFps = 0.0f;
    static F32 g_averageFpsTotal = 0.0f;
};

void ApplicationTimer::benchmarkInternal(U32 frameCount){
    if (!_benchmark) {
        return;
    }

    //Average FPS
    g_averageFps += _fps;
    g_averageCount++;

    //Min/Max FPS (after every target second)
    if (frameCount % _targetFrameRate == 0) {
        g_maxFps = std::max(g_maxFps, _fps);
        g_minFps = std::min(g_minFps, _fps);
    }
    
    //Every 10 seconds (targeted)
    if (frameCount % (_targetFrameRate * 10) == 0) {
        g_averageFpsTotal += g_averageFps;

        F32 avgFPS = g_averageFpsTotal / g_averageCount;
        PRINT_FN(Locale::get("FRAMERATE_FPS_OUTPUT"), avgFPS, g_maxFps, g_minFps, 1000.0f / avgFPS);

#        if defined(_DEBUG) || defined(_PROFILE)
            for (ProfileTimer* const timer : _profileTimers) {
                timer->print();
                timer->reset();
            }

#    endif
        g_averageFps = 0;
    }
}

};

Commits for Divide-Framework/trunk/Source Code/Core/ApplicationTimer.cpp

Diff revisions: vs.
Revision Author Commited Message
337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

333 Diff Diff IonutCava picture IonutCava Tue 09 Dec, 2014 16:15:44 +0000

[Ionut]
- Removed “core.h” and moved everything to their appropriate header files
- Renamed MathClasses to MathMatrices (finally)
- Renamed “-Inl.h” files to ".inl"
- Some String wrapper refactoring
- Update “InstallLibraries.bat” so that it still offers valid options

331 Diff Diff IonutCava picture IonutCava Sat 06 Dec, 2014 20:53:45 +0000

[Ionut]
- Limited line length to 132 characters to improve readability and diff-comparisons
- Refactored memory allocation/deallocation functions
- Fixed a few compatibility issues with HashMap.h
- Fixed a bug in GPU Skinning shaders (cast a float to int)

326 Diff Diff IonutCava picture IonutCava Tue 30 Sep, 2014 21:11:32 +0000

[Ionut]
- Fixed more memory leaks
- Simplified Task interface and timing System
- Improved compatibility between Boost, STL and EASTL with random combinations of vectors, strings and maps
- Simplified Light class by removing the “slot” member
- Random optimizations

325 Diff Diff IonutCava picture IonutCava Wed 17 Sep, 2014 20:06:13 +0000

[Ionut]
- Reworked transform system:
— Parent transform chain system moved from Transform class to the PhysicsComponent
— PhysicsComponent now returns all transform values needed both global and local (still needs heavy optimization and caching)

- Reworked SceneGraph node management:
— Proper ref counting of SceneNodes and proper removing of resource (ResourceCache is now empty on destruction, as it should be)
— Removed parent transform tracking as that’s the PhysicsComponent’s responsibility
— Only nodes loaded via the ResourceCache are allowed to be added to the SceneGraph (added proper loaders for Impostors, Sky, etc)

- Optimized some of the math classes (mat4, mat3)

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

[Ionut]
- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

264 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]

259 Diff Diff k1ngp1n picture k1ngp1n Sun 27 Apr, 2014 18:24:52 +0000

[Ionut][[BR]]
- Implemented Exponential Stable Cascaded Shadow Maps for directional lights (still buggy, but basically working) [[BR]]
— CSM settings (resolution, number of splits, etc) are part of the scene render state [[BR]]
- SGN can skip rendering for the current frame if they are not ready (e.g. OnDraw can now return false or materials can fail to bind) [[BR]]
- Frustum class is now using the Plane class [[BR]]
- Removed Math SIMD implementation as the compiler generated code will always be faster and safer [[BR]]
- Added a “STUBBED” macro for outputing to the error stream of important messages (instead of using #pragma message) [[BR]]
- Added “freeze time” logic to pause/resume updates with or without freezing the GUI too [[BR]]
- Added “processGUI” method the every Scene class to separate time-sensitive GUI updates from game logic loop [[BR]]
- GLSL <-> Vertex Buffer bind locations are automatically set for every vertex shader [[BR]]
- Added basic support for compute shaders [[BR]]
- Removed most OS define checks to make porting to a new platform easier [[BR]]
- Texture transparency check per-pixel is now using OpenMP [[BR]]
- Texture samplers can now set a border color for CLAMP_TO_BORDER wrap mode [[BR]]
- Removed “Object” suffix from GFX Classes (pixel buffer, vertex buffer, frame buffer, etc) [[BR]]
- Stop processing scene input when application looses focus [[BR]]
- SceneGraphNode class is now responsible for updating SGNComponents on draw and calling its _node’s OnDraw method [[BR]]
- UBOs can now list all of the active uniforms inside a block with info such as type and offset [[BR]]
- Removed deprecated ‘GLCheck’ macro [[BR]]
- A lot of bug fixes and performance improvements in various places [[BR]]

249 k1ngp1n picture k1ngp1n Mon 31 Mar, 2014 20:42:31 +0000

[Ionut] [[BR]]
- Migrated to platform toolset v100 [[BR]]
- Updated boost to 1.55 [[BR]]
- Moved from “NULL” to “nullptr” [[BR]]
- DevIL is now linked dynamically [[BR]]