Nebula
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#include <framesynctimer.h>
A thread-local time source object which is synchronized with the sync point in the FrameSyncHandlerThread.
Time values are thread-locally cached and thus no thread-synchronization is necessary when reading time values. FrameSyncTimer objects are updated inside the FrameSyncHandler::ArriveAtSyncPoint() method.
Threads interested in the master time create a FrameSyncTimer singleton and register it with FrameSyncHandlerThread through the GraphicsInterface singleton.
Please note that when calling the Start()/Stop()/Reset() methods, that the ENTIRE master time will be affected (these methods go straight through to the FrameSyncHandler object).
Inherits Core::RefCounted.
Public Member Functions | |
FrameSyncTimer () | |
constructor | |
virtual | ~FrameSyncTimer () |
destructor | |
void | Setup () |
setup the object | |
void | Discard () |
discard the object | |
bool | IsValid () const |
return true if object is valid | |
void | UpdateTimePolling () |
update the time through polling, only necessary for threads other then render/game thread! | |
void | StartTime () |
start the master time (DON'T CALL FREQUENTLY!) | |
void | StopTime () |
stop the master time (DON'T CALL FREQUENTLY!) | |
void | ResetTime () |
reset the master time (DON'T CALL FREQUENTLY!) | |
bool | IsTimeRunning () const |
return true if master time is running (DON'T CALL FREQUENTLY!) | |
Timing::Time | GetTime () const |
get current time | |
Timing::Tick | GetTicks () const |
get current time in ticks | |
Timing::Time | GetFrameTime () const |
get current frame time | |
Timing::Tick | GetFrameTicks () const |
get current frame time ins ticks | |
IndexT | GetFrameIndex () const |
get current frame count | |
void | SetTimeFactor (Timing::Time factor) |
set time factor | |
Timing::Time | GetTimeFactor () const |
get time factor | |
Timing::Time | GetScaledTime () const |
get scaled time | |
Timing::Time | GetScaledFrameTime () const |
get scaled time | |
Public Member Functions inherited from Core::RefCounted | |
RefCounted () | |
constructor | |
int | GetRefCount () const |
get the current refcount | |
void | AddRef () |
increment refcount by one | |
void | Release () |
decrement refcount and destroy object if refcount is zero | |
bool | IsInstanceOf (const Rtti &rtti) const |
return true if this object is instance of given class | |
bool | IsInstanceOf (const Util::String &className) const |
return true if this object is instance of given class by string | |
bool | IsInstanceOf (const Util::FourCC &classFourCC) const |
return true if this object is instance of given class by fourcc | |
bool | IsA (const Rtti &rtti) const |
return true if this object is instance of given class, or a derived class | |
bool | IsA (const Util::String &rttiName) const |
return true if this object is instance of given class, or a derived class, by string | |
bool | IsA (const Util::FourCC &rttiFourCC) const |
return true if this object is instance of given class, or a derived class, by fourcc | |
const Util::String & | GetClassName () const |
get the class name | |
Util::FourCC | GetClassFourCC () const |
get the class FourCC code | |
Private Member Functions | |
__DeclareClass (FrameSyncTimer) | |
__DeclareSingleton (FrameSyncTimer) | |
void | Update (Timing::Time masterTime) |
update the time (always called from local thread) | |
Friends | |
class | FrameSyncHandlerThread |
Additional Inherited Members | |
Static Public Member Functions inherited from Core::RefCounted | |
static void | DumpRefCountingLeaks () |
dump refcounting leaks, call at end of application (NEBULA_DEBUG builds only!) | |
Protected Member Functions inherited from Core::RefCounted | |
virtual | ~RefCounted () |
destructor (called when refcount reaches zero) | |
FrameSync::FrameSyncTimer::FrameSyncTimer | ( | ) |
constructor
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destructor
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void FrameSync::FrameSyncTimer::Discard | ( | ) |
discard the object
IndexT FrameSync::FrameSyncTimer::GetFrameIndex | ( | ) | const |
get current frame count
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get current frame time ins ticks
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get current frame time
Timing::Time FrameSync::FrameSyncTimer::GetScaledFrameTime | ( | ) | const |
get scaled time
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get scaled time
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get current time in ticks
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get current time
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get time factor
bool FrameSync::FrameSyncTimer::IsTimeRunning | ( | ) | const |
return true if master time is running (DON'T CALL FREQUENTLY!)
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return true if object is valid
void FrameSync::FrameSyncTimer::ResetTime | ( | ) |
reset the master time (DON'T CALL FREQUENTLY!)
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set time factor
void FrameSync::FrameSyncTimer::Setup | ( | ) |
setup the object
Query master time from the FrameSyncHandlerThread once at creation time.
This is safe but slow, but necessary to immediately provide a valid time stamp in the first frame.
void FrameSync::FrameSyncTimer::StartTime | ( | ) |
start the master time (DON'T CALL FREQUENTLY!)
void FrameSync::FrameSyncTimer::StopTime | ( | ) |
stop the master time (DON'T CALL FREQUENTLY!)
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update the time (always called from local thread)
This method will be called once per frame at the frame-sync-point of the FrameSyncHandlerThread.
Note that this method will always be called from the local thread, never from another thread, thus we don't need to care about thread-safety.
void FrameSync::FrameSyncTimer::UpdateTimePolling | ( | ) |
update the time through polling, only necessary for threads other then render/game thread!
Update the time by polling the FrameSyncHandlerThread singleton.
This requires a CriticalSection to be taken and should not be used for threads which run in lockstep mode (i.e. the game thread or the render thread) since these will update their time automatically during the frame-sync-point.
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