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Revert 92c7551: Line drawing algorithm fix broke other cases (#10497)
This reverts commit 92c755161d6a467d33477bd0041fc720d7d9ba41.
This reverts commit 92c755161d6a467d33477bd0041fc720d7d9ba41.
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* This file is part of OpenTTD.
* OpenTTD 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, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file framerate_type.h
* Types for recording game performance data.
*
* @par Adding new measurements
* Adding a new measurement requires multiple steps, which are outlined here.
* The first thing to do is add a new member of the #PerformanceElement enum.
* It must be added before \c PFE_MAX and should be added in a logical place.
* For example, an element of the game loop would be added next to the other game loop elements, and a rendering element next to the other rendering elements.
*
* @par
* Second is adding a member to the \link anonymous_namespace{framerate_gui.cpp}::_pf_data _pf_data \endlink array, in the same position as the new #PerformanceElement member.
*
* @par
* Third is adding strings for the new element. There is an array in #ConPrintFramerate with strings used for the console command.
* Additionally, there are two sets of strings in \c english.txt for two GUI uses, also in the #PerformanceElement order.
* Search for \c STR_FRAMERATE_GAMELOOP and \c STR_FRAMETIME_CAPTION_GAMELOOP in \c english.txt to find those.
*
* @par
* Last is actually adding the measurements. There are two ways to measure, either one-shot (a single function/block handling all processing),
* or as an accumulated element (multiple functions/blocks that need to be summed across each frame/tick).
* Use either the PerformanceMeasurer or the PerformanceAccumulator class respectively for the two cases.
* Either class is used by instantiating an object of it at the beginning of the block to be measured, so it auto-destructs at the end of the block.
* For PerformanceAccumulator, make sure to also call PerformanceAccumulator::Reset once at the beginning of a new frame. Usually the StateGameLoop function is appropriate for this.
*
* @see framerate_gui.cpp for implementation
*/
#ifndef FRAMERATE_TYPE_H
#define FRAMERATE_TYPE_H
#include "stdafx.h"
#include "core/enum_type.hpp"
/**
* Elements of game performance that can be measured.
*
* @note When adding new elements here, make sure to also update all other locations depending on the length and order of this enum.
* See <em>Adding new measurements</em> above.
*/
enum PerformanceElement {
PFE_FIRST = 0,
PFE_GAMELOOP = 0, ///< Speed of gameloop processing.
PFE_GL_ECONOMY, ///< Time spent processing cargo movement
PFE_GL_TRAINS, ///< Time spent processing trains
PFE_GL_ROADVEHS, ///< Time spend processing road vehicles
PFE_GL_SHIPS, ///< Time spent processing ships
PFE_GL_AIRCRAFT, ///< Time spent processing aircraft
PFE_GL_LANDSCAPE, ///< Time spent processing other world features
PFE_GL_LINKGRAPH, ///< Time spent waiting for link graph background jobs
PFE_DRAWING, ///< Speed of drawing world and GUI.
PFE_DRAWWORLD, ///< Time spent drawing world viewports in GUI
PFE_VIDEO, ///< Speed of painting drawn video buffer.
PFE_SOUND, ///< Speed of mixing audio samples
PFE_ALLSCRIPTS, ///< Sum of all GS/AI scripts
PFE_GAMESCRIPT, ///< Game script execution
PFE_AI0, ///< AI execution for player slot 1
PFE_AI1, ///< AI execution for player slot 2
PFE_AI2, ///< AI execution for player slot 3
PFE_AI3, ///< AI execution for player slot 4
PFE_AI4, ///< AI execution for player slot 5
PFE_AI5, ///< AI execution for player slot 6
PFE_AI6, ///< AI execution for player slot 7
PFE_AI7, ///< AI execution for player slot 8
PFE_AI8, ///< AI execution for player slot 9
PFE_AI9, ///< AI execution for player slot 10
PFE_AI10, ///< AI execution for player slot 11
PFE_AI11, ///< AI execution for player slot 12
PFE_AI12, ///< AI execution for player slot 13
PFE_AI13, ///< AI execution for player slot 14
PFE_AI14, ///< AI execution for player slot 15
PFE_MAX, ///< End of enum, must be last.
};
DECLARE_POSTFIX_INCREMENT(PerformanceElement)
/** Type used to hold a performance timing measurement */
typedef uint64 TimingMeasurement;
/**
* RAII class for measuring simple elements of performance.
* Construct an object with the appropriate element parameter when processing begins,
* time is automatically taken when the object goes out of scope again.
*
* Call Paused at the start of a frame if the processing of this element is paused.
*/
class PerformanceMeasurer {
PerformanceElement elem;
TimingMeasurement start_time;
public:
PerformanceMeasurer(PerformanceElement elem);
~PerformanceMeasurer();
void SetExpectedRate(double rate);
static void SetInactive(PerformanceElement elem);
static void Paused(PerformanceElement elem);
};
/**
* RAII class for measuring multi-step elements of performance.
* At the beginning of a frame, call Reset on the element, then construct an object in the scope where
* each processing cycle happens. The measurements are summed between resets.
*
* Usually StateGameLoop is an appropriate function to place Reset calls in, but for elements with
* more isolated scopes it can also be appropriate to Reset somewhere else.
* An example is the CallVehicleTicks function where all the vehicle type elements are reset.
*
* The PerformanceMeasurer::Paused function can also be used with elements otherwise measured with this class.
*/
class PerformanceAccumulator {
PerformanceElement elem;
TimingMeasurement start_time;
public:
PerformanceAccumulator(PerformanceElement elem);
~PerformanceAccumulator();
static void Reset(PerformanceElement elem);
};
void ShowFramerateWindow();
void ProcessPendingPerformanceMeasurements();
#endif /* FRAMERATE_TYPE_H */
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