IStatistics
Functions
SET_CID |
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| double | GetFPS |
| double | GetMainThreadREDsdkImageUpdateTime |
| double | GetMainThreadREDsdkClusterUpdateTime |
| double | GetMainThreadREDsdkDrawTime |
| double | GetMainThreadREDsdkAuxiliaryDrawTime |
| double | GetMainThreadSyncWaitTime |
| double | GetMainThreadOutsideUpdateTime |
| double | GetUpdateThreadSimulationTime |
| double | GetUpdateThreadStatelessSynchronizationTime |
| double | GetUpdateThreadREDsdkTransactionWaitTime |
| double | GetUpdateThreadFullSynchronizationTime |
| int | GetLandscapeTrianglesCount |
| int | GetLandscapeBatchesCount |
| double | GetLandscapeVisibilityUpdateTime |
| double | GetLandscapeSubmitTime |
| double | GetLandscapePatchUpdateTime |
| double | GetLandscapeBatchUpdateTime |
| double | GetLandscapeSyncTime |
| int | GetPrismsCount |
| int | GetPrismsBatchesCount |
| const Map < unsigned int, String > & | GetPipelineIDToNames |
Detailed Description
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class
IStatistics: public RED::IREDObject Processing informations on the world.
The CID_ARTWorld class object (the world singleton) implements the ART::IStatistics interface. This interface lets you access measurements on the simulation and rendering of the system.
Public Functions
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SET_CID(CID_class_ARTIStatistics)
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virtual double
GetFPS() const = 0 Returns: The number of rendered frames per second.
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virtual double
GetMainThreadREDsdkImageUpdateTime() const = 0 Returns: The time taken updating REDsdk images before rendering a frame.
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virtual double
GetMainThreadREDsdkClusterUpdateTime() const = 0 Returns: The time taken by the REDsdk cluster update.
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virtual double
GetMainThreadREDsdkDrawTime() const = 0 Returns: The REDsdk rendering time.
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virtual double
GetMainThreadREDsdkAuxiliaryDrawTime() const = 0 Returns: The REDsdk auxiliary pipeline rendering time.
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virtual double
GetMainThreadSyncWaitTime() const = 0 Returns: The time spent waiting for the update thread to complete a frame.
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virtual double
GetMainThreadOutsideUpdateTime() const = 0 Returns: The time spent outside of the application update loop.
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virtual double
GetUpdateThreadSimulationTime() const = 0 Returns: The time spent in the simulation update.
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virtual double
GetUpdateThreadStatelessSynchronizationTime() const = 0 Returns: The time spent in the stateless graphics synchronization.
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virtual double
GetUpdateThreadREDsdkTransactionWaitTime() const = 0 Returns: The time spent waiting for an available REDsdk transaction.
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virtual double
GetUpdateThreadFullSynchronizationTime() const = 0 Time spent waiting for the full graphics synchronization.
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virtual int
GetLandscapeTrianglesCount() const = 0 This value is only meaningful if we’re close enough of a planet. Otherwise, 0 will be returned.
Returns: The number of triangles used for the display of the landscape of the closest planet.
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virtual int
GetLandscapeBatchesCount() const = 0 This value is only meaningful if we’re close enough of a planet. Otherwise, 0 will be returned.
Returns: The number of rendering batches used for the display of the landscape of the closest planet.
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virtual double
GetLandscapeVisibilityUpdateTime() const = 0 Returns: The time taken by landscape patch visibility processing.
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virtual double
GetLandscapeSubmitTime() const = 0 Returns: The time taken by landscape patch calculation orders dispatch among calculating threads.
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virtual double
GetLandscapePatchUpdateTime() const = 0 Returns: The time taken by landscape patch processing time during an update.
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virtual double
GetLandscapeBatchUpdateTime() const = 0 Returns: The time taken by landscape batches processing during an update.
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virtual double
GetLandscapeSyncTime() const = 0 Returns: The time taken by landscape update calculations since the camera has stopped moving.
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virtual int
GetPrismsCount() const = 0 This value is only meaningful if we’re close enough of a planet. Otherwise, 0 will be returned.
Returns: The number of prisms displayed on the closest planet.
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virtual int
GetPrismsBatchesCount() const = 0 This value is only meaningful if we’re close enough of a planet. Otherwise, 0 will be returned.
Returns: The number of rendering batches used for the display of prisms of the closest planet.
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