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