//! while values around actual frame rate indicate rendering being limited by CPU performance (GPU is stalled in-between).
Standard_Real FrameRateCpu() const { return myFpsCpu; }
+ //! Returns FPS for immediate redraws.
+ Standard_Real ImmediateFrameRate() const { return myFpsImmediate; }
+
+ //! Returns CPU FPS for immediate redraws.
+ Standard_Real ImmediateFrameRateCpu() const { return myFpsCpuImmediate; }
+
//! Get counter value.
Standard_Size CounterValue (Graphic3d_FrameStatsCounter theIndex) const { return myCounters[theIndex]; }
std::vector<Standard_Real> myTimersMax; //!< maximum values of timers
Standard_Real myFps; //!< FPS meter (frames per seconds, elapsed time)
Standard_Real myFpsCpu; //!< CPU FPS meter (frames per seconds, CPU time)
+ Standard_Real myFpsImmediate; //!< FPS meter for immediate redraws
+ Standard_Real myFpsCpuImmediate; //!< CPU FPS meter for immediate redraws
};
//! Temporary data frame definition.
//! Returns CPU FPS (frames per seconds, CPU time).
Standard_Real& ChangeFrameRateCpu() { return myFpsCpu; }
+ //! Returns FPS for immediate redraws.
+ Standard_Real& ChangeImmediateFrameRate() { return myFpsImmediate; }
+
+ //! Returns CPU FPS for immediate redraws.
+ Standard_Real& ChangeImmediateFrameRateCpu() { return myFpsCpuImmediate; }
+
//! Return a timer object for time measurements.
OSD_Timer& ChangeTimer (Graphic3d_FrameStatsTimer theTimer) { return myOsdTimers[theTimer]; }