Sped up application load time by Enginestatistics allocation from heap to stack, Colour and rotation render test
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@ -3,36 +3,36 @@
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#include <imgui.h>
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struct EngineStatistics {
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long long lastSampleTime;
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float frameTime;
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uint32_t verts;
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uint32_t DC;
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long long lastSampleTime;
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long long frames;
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long long FPS;
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};
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extern EngineStatistics* ES;
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extern EngineStatistics ES;
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inline void PerfomanceSamplerInit(){
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ES = new EngineStatistics();
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ES->frames = 0;
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ES->lastSampleTime = 0;
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ES->lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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ES.frames = 0;
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ES.lastSampleTime = 0;
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ES.lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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}
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inline void SamplePerformance(void) {
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ES->frames++;
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ES->DC = 0;
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ES->verts = 0;
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ES.frames++;
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ES.DC = 0;
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ES.verts = 0;
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unsigned long long now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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unsigned long long MilliSecondsPast = now - ES->lastSampleTime;
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unsigned long long MilliSecondsPast = now - ES.lastSampleTime;
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if (MilliSecondsPast >= 1000) {
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ES->frameTime = (float)1000 / ES->frames;
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ES->FPS = ES->frames;
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ES->frames = 0;
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ES->lastSampleTime = now;
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ES.frameTime = (float)1000 / ES.frames;
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ES.FPS = ES.frames;
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ES.frames = 0;
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ES.lastSampleTime = now;
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}
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}
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@ -41,10 +41,12 @@ inline void SamplePerformance(void) {
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inline void ShowStats() {
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ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove);
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ImGui::Text("FPS: %i", ES->FPS);
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ImGui::Text("Frame Time: %f", ES->frameTime);
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ImGui::Text("Verts: %i", ES->verts);
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ImGui::Text("Draw Calls: %i", ES->DC);
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ImGui::Text("FPS: %i", ES.FPS);
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ImGui::Text("Frame Time: %f", ES.frameTime);
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ImGui::Text("Verts: %i", ES.verts);
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ImGui::Text("Draw Calls: %i", ES.DC);
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ImGui::End();
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}
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