}
-inline void MainLoop(Document & doc, Screen & scr, View & view)
+inline void MainLoop(Document & doc, Screen & scr, View & view, int max_frames = -1)
{
// order is important... segfaults occur when screen (which inits GL) is not constructed first -_-
double data_rate = 0; // period between data output to stdout (if <= 0 there will be no output)
uint64_t data_points = 0;
setbuf(stdout, NULL);
- while (scr.PumpEvents())
+ int frame_number = 0;
+ while (scr.PumpEvents() && (max_frames < 0 || frame_number++ < max_frames))
{
real_clock_prev = real_clock_now;
++frames;
data_points++;
}
scr.DebugFontPrintF("Rendered frame %lu\n", (uint64_t)frames);
+ scr.DebugFontPrintF("Lazy Rendering = %d\n", view.UsingLazyRendering());
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);