Mercurial > hg > svgui
view layer/RenderTimer.h @ 1258:0cc6ab236b0d scale-ticks
Make use of ScaleTickIntervals in linear numerical scale (not log yet)
author | Chris Cannam |
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date | Thu, 04 May 2017 10:24:23 +0100 |
parents | eaab8bab3522 |
children | a34a2a25907c |
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/* -*- c-basic-offset: 4 indent-tabs-mode: nil -*- vi:set ts=8 sts=4 sw=4: */ /* Sonic Visualiser An audio file viewer and annotation editor. Centre for Digital Music, Queen Mary, University of London. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. See the file COPYING included with this distribution for more information. */ #ifndef RENDER_TIMER_H #define RENDER_TIMER_H #include <chrono> class RenderTimer { public: enum Type { /// A normal rendering operation with normal responsiveness demands FastRender, /// An operation that the user might accept being slower SlowRender, /// An operation that should always complete, i.e. as if there /// were no RenderTimer in use, but without having to change /// client code structurally NoTimeout }; /** * Create a new RenderTimer and start timing. Make one of these * before rendering, and then call outOfTime() regularly during * rendering. If outOfTime() returns true, abandon rendering! and * schedule the rest for after some user responsiveness has * happened. */ RenderTimer(Type t) : m_start(std::chrono::steady_clock::now()), m_haveLimits(true), m_minFraction(0.1), m_softLimit(0.1), m_hardLimit(0.2), m_softLimitOverridden(false) { if (t == NoTimeout) { m_haveLimits = false; } else if (t == SlowRender) { m_softLimit = 0.2; m_hardLimit = 0.4; } } /** * Return true if we have run out of time and should suspend * rendering and handle user events instead. Call this regularly * during rendering work: fractionComplete should be an estimate * of how much of the work has been done as of this call, as a * number between 0.0 (none of it) and 1.0 (all of it). */ bool outOfTime(double fractionComplete) { if (!m_haveLimits || fractionComplete < m_minFraction) { return false; } auto t = std::chrono::steady_clock::now(); double elapsed = std::chrono::duration<double>(t - m_start).count(); if (elapsed > m_hardLimit) { return true; } else if (!m_softLimitOverridden && elapsed > m_softLimit) { if (fractionComplete > 0.6) { // If we're significantly more than half way by the // time we reach the soft limit, ignore it (though // always respect the hard limit, above). Otherwise // respect the soft limit and report out of time now. m_softLimitOverridden = true; } else { return true; } } return false; } double secondsPerItem(int itemsRendered) const { if (itemsRendered == 0) return 0.0; auto t = std::chrono::steady_clock::now(); double elapsed = std::chrono::duration<double>(t - m_start).count(); return elapsed / itemsRendered; } private: std::chrono::time_point<std::chrono::steady_clock> m_start; bool m_haveLimits; double m_minFraction; // proportion, 0.0 -> 1.0 double m_softLimit; // seconds double m_hardLimit; // seconds bool m_softLimitOverridden; }; #endif