bluenoise-raytracer/raytracer/nvpro_core/nvgl/profiler_gl.hpp
2024-05-25 11:53:25 +02:00

86 lines
2.4 KiB
C++

/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#ifndef NV_PROFILERGL_INCLUDED
#define NV_PROFILERGL_INCLUDED
#include "../nvh/profiler.hpp"
#include "extensions_gl.hpp"
namespace nvgl {
//////////////////////////////////////////////////////////////////////////
/** @DOC_START
# class nvgl::ProfilerGL
nvgl::ProfilerGL extends Profiler and uses `glQueryCounter(... GL_TIMESTAMP)`
to compute the GPU time of a section.
`glPushDebugGroup` and `glPopDebugGroup` are used within each timed
section, so that the section names can show up in NSightGraphics,
renderdoc or comparable tools.
@DOC_END */
class ProfilerGL : public nvh::Profiler
{
public:
// utility class to call begin/end within local scope
class Section
{
public:
Section(ProfilerGL& profiler, const char* name, bool singleShot = false)
: m_profiler(profiler)
{
m_id = profiler.beginSection(name, singleShot);
}
~Section() { m_profiler.endSection(m_id); }
private:
SectionID m_id;
ProfilerGL& m_profiler;
};
// recurring, must be within beginFrame/endFrame
Section timeRecurring(const char* name) { return Section(*this, name, false); }
// singleShot, results are available after FRAME_DELAY many endFrame
Section timeSingle(const char* name) { return Section(*this, name, true); }
//////////////////////////////////////////////////////////////////////////
ProfilerGL(nvh::Profiler* masterProfiler = nullptr)
: Profiler(masterProfiler)
{
}
void init();
void deinit();
SectionID beginSection(const char* name, bool singleShot = false);
void endSection(SectionID slot);
private:
void resizeQueries();
std::vector<GLuint> m_queries;
};
} // namespace nvgl
#endif