/* * Created by Brett Terpstra 6920201 on 18/10/22. * Copyright (c) 2022 Brett Terpstra. All Rights Reserved. * * this is a direct one-to-one copy of the profiler class used in my Game Engine * it functions very well especially when used in a GUI context, * so why reinvent the wheel right? * So to avoid any kind of self plagiarism, I fully credit the source which is here: * https://github.com/Tri11Paragon/Trapdoor-Engine/tree/dev/C%2B%2B%20Engine */ #ifndef STEP_2_DEBUG_H #define STEP_2_DEBUG_H #include "std.h" namespace Raytracing { class profiler; extern std::unordered_map profiles; class DebugTab{ protected: std::string name; public: virtual void render() {} std::string getName() { return name; } }; class profiler : public DebugTab { private: long _start = 0; long _end = 0; std::unordered_map> timings; public: explicit profiler(std::string name); void start(); void start(const std::string& name); static void start(const std::string& name, const std::string& tabName) { auto p = new profiler(name); profiles.insert(std::pair(name, p)); p->start(tabName); } void end(); void end(const std::string& name); static void end(const std::string& name, const std::string& tabName){ try { profiles.at(name)->end(tabName); } catch (std::exception& e){} } void print(); static void print(const std::string& name){ try { profiles.at(name)->print(); delete(profiles.at(name)); } catch (std::exception& e){} } void endAndPrint(); static void endAndPrint(const std::string& name, const std::string& tabName){ profiler::end(name, tabName); profiler::print(name); } void render(); static void render(int count) { for (auto p : profiles) p.second->render(); } ~profiler(); static void cleanup(){ for (const auto& p : profiles) delete(p.second); } }; } #endif //STEP_2_DEBUG_H