Mercurial > hg > svgui
view layer/RenderTimer.h @ 1509:8145a9c4c253
The default key frame map is not working well at the moment, because its extents are not being properly updated as the models they depend on are loaded. Leave it empty for now.
author | Chris Cannam |
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date | Tue, 17 Sep 2019 12:50:34 +0100 |
parents | a34a2a25907c |
children |
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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