4 #include "util/profiling.h"
23 auto start_time = std::chrono::system_clock::now();
52 std::this_thread::sleep_until(start_time + updates * std::chrono::milliseconds(1));
110 state->active =
true;
119 state->active =
false;
163 return (
worker !=
nullptr);
vector< uint64_t > shader_hits
vector< uint64_t > object_hits
vector< uint64_t > event_samples
uint64_t get_event(ProfilingEvent event)
void add_state(ProfilingState *state)
vector< ProfilingState * > states
volatile bool do_stop_worker
void remove_state(ProfilingState *state)
vector< uint64_t > object_samples
bool get_shader(int shader, uint64_t &samples, uint64_t &hits)
void reset(int num_shaders, int num_objects)
bool get_object(int object, uint64_t &samples, uint64_t &hits)
vector< uint64_t > shader_samples
#define CCL_NAMESPACE_END
bool remove(void *owner, const AttributeIDRef &attribute_id)
unsigned __int64 uint64_t
std::unique_lock< std::mutex > thread_scoped_lock