}
);
+ double total_cpu_time = 0;
+ double total_gpu_time = 0;
+ double total_real_time = 0;
+ struct timespec real_clock_start;
+ struct timespec real_clock_now;
+ struct timespec real_clock_prev;
+ clock_gettime(CLOCK_MONOTONIC_RAW, &real_clock_start);
+ real_clock_now = real_clock_start;
+ double frames = 0;
+ double data_rate = -1; // period between data output to stdout (if <= 0 there will be no output)
+ uint64_t data_points = 0;
+ setbuf(stdout, NULL);
while (scr.PumpEvents())
{
+ real_clock_prev = real_clock_now;
+ ++frames;
scr.Clear();
+ //view.ForceBoundsDirty();
+ //view.ForceBufferDirty();
+ //view.ForceRenderDirty();
+
view.Render(scr.ViewportWidth(), scr.ViewportHeight());
- scr.DebugFontPrintF("[CPU] Render took %lf ms (%lf FPS)\n", (scr.GetLastFrameTimeCPU())* 1000.0, 1.0/scr.GetLastFrameTimeCPU());
- scr.DebugFontPrintF("[GPU] Render took %lf ms (%lf FPS)\n", (scr.GetLastFrameTimeGPU())* 1000.0, 1.0/scr.GetLastFrameTimeGPU());
+
+ double cpu_frame = scr.GetLastFrameTimeCPU();
+ double gpu_frame = scr.GetLastFrameTimeGPU();
+ clock_gettime(CLOCK_MONOTONIC_RAW, &real_clock_now);
+ double real_frame = (real_clock_now.tv_sec - real_clock_prev.tv_sec) + 1e-9*(real_clock_now.tv_nsec - real_clock_prev.tv_nsec);
+
+
+ total_real_time += real_frame; total_cpu_time += cpu_frame; total_gpu_time += gpu_frame;
+ if (data_rate > 0 && total_real_time > data_rate*(data_points+1))
+ {
+ printf("%lu\t%f\t%f\t%f\t%f\t%f\t%f\n", (uint64_t)frames, total_real_time, total_cpu_time, total_gpu_time, real_frame, cpu_frame, gpu_frame);
+ data_points++;
+ }
+ scr.DebugFontPrintF("Rendered frame %lu\n", (uint64_t)frames);
+ scr.DebugFontPrintF("[CPU] Render took %lf ms (%lf FPS) (total %lf s, avg FPS %lf)\n", cpu_frame*1e3, 1.0/cpu_frame, total_cpu_time,frames/total_cpu_time);
+ scr.DebugFontPrintF("[GPU] Render took %lf ms (%lf FPS) (total %lf s, avg FPS %lf)\n", gpu_frame*1e3, 1.0/gpu_frame, total_gpu_time, frames/total_gpu_time);
+ scr.DebugFontPrintF("[REALTIME] Render+Present+Cruft took %lf ms (%lf FPS) (total %lf s, avg FPS %lf)\n", real_frame*1e3, 1.0/real_frame, total_real_time,frames/total_real_time);
scr.DebugFontPrintF("View bounds: %s\n", view.GetBounds().Str().c_str());
+
if (view.UsingGPUTransform())
{
scr.DebugFontPrint("Doing coordinate transform on the GPU.\n");