added hierarchical profiling (needs more cleanup)
avoid dynamic allocations in btRaycastVehicle
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@@ -36,3 +36,266 @@ bool btProfiler::mFirstFileOutput = true;
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btProfiler::BlockTimingMethod btProfiler::mFileOutputMethod;
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unsigned long int btProfiler::mCycleNumber = 0;
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#endif //USE_QUICKPROF
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/***************************************************************************************************
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**
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** profile.cpp
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**
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** Real-Time Hierarchical Profiling for Game Programming Gems 3
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**
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** by Greg Hjelstrom & Byon Garrabrant
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**
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***************************************************************************************************/
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static btClock gProfileClock;
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inline void Profile_Get_Ticks(_int64 * ticks)
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{
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*ticks = gProfileClock.getTimeMicroseconds();
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}
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inline float Profile_Get_Tick_Rate(void)
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{
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// return 1000000.f;
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return 1000.f;
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}
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/***************************************************************************************************
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**
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** CProfileNode
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**
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***************************************************************************************************/
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/***********************************************************************************************
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* INPUT: *
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* name - pointer to a static string which is the name of this profile node *
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* parent - parent pointer *
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* *
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* WARNINGS: *
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* The name is assumed to be a static pointer, only the pointer is stored and compared for *
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* efficiency reasons. *
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*=============================================================================================*/
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CProfileNode::CProfileNode( const char * name, CProfileNode * parent ) :
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Name( name ),
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TotalCalls( 0 ),
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TotalTime( 0 ),
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StartTime( 0 ),
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RecursionCounter( 0 ),
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Parent( parent ),
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Child( NULL ),
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Sibling( NULL )
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{
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Reset();
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}
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CProfileNode::~CProfileNode( void )
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{
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delete Child;
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delete Sibling;
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}
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/***********************************************************************************************
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* INPUT: *
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* name - static string pointer to the name of the node we are searching for *
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* *
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* WARNINGS: *
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* All profile names are assumed to be static strings so this function uses pointer compares *
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* to find the named node. *
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*=============================================================================================*/
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CProfileNode * CProfileNode::Get_Sub_Node( const char * name )
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{
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// Try to find this sub node
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CProfileNode * child = Child;
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while ( child ) {
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if ( child->Name == name ) {
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return child;
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}
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child = child->Sibling;
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}
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// We didn't find it, so add it
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CProfileNode * node = new CProfileNode( name, this );
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node->Sibling = Child;
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Child = node;
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return node;
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}
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void CProfileNode::Reset( void )
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{
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TotalCalls = 0;
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TotalTime = 0.0f;
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gProfileClock.reset();
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if ( Child ) {
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Child->Reset();
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}
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if ( Sibling ) {
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Sibling->Reset();
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}
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}
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void CProfileNode::Call( void )
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{
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TotalCalls++;
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if (RecursionCounter++ == 0) {
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Profile_Get_Ticks(&StartTime);
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}
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}
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bool CProfileNode::Return( void )
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{
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if ( --RecursionCounter == 0 && TotalCalls != 0 ) {
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__int64 time;
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Profile_Get_Ticks(&time);
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time-=StartTime;
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TotalTime += (float)time / Profile_Get_Tick_Rate();
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}
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return ( RecursionCounter == 0 );
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}
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/***************************************************************************************************
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**
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** CProfileIterator
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**
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***************************************************************************************************/
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CProfileIterator::CProfileIterator( CProfileNode * start )
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{
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CurrentParent = start;
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CurrentChild = CurrentParent->Get_Child();
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}
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void CProfileIterator::First(void)
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{
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CurrentChild = CurrentParent->Get_Child();
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}
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void CProfileIterator::Next(void)
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{
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CurrentChild = CurrentChild->Get_Sibling();
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}
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bool CProfileIterator::Is_Done(void)
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{
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return CurrentChild == NULL;
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}
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void CProfileIterator::Enter_Child( int index )
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{
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CurrentChild = CurrentParent->Get_Child();
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while ( (CurrentChild != NULL) && (index != 0) ) {
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index--;
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CurrentChild = CurrentChild->Get_Sibling();
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}
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if ( CurrentChild != NULL ) {
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CurrentParent = CurrentChild;
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CurrentChild = CurrentParent->Get_Child();
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}
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}
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void CProfileIterator::Enter_Parent( void )
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{
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if ( CurrentParent->Get_Parent() != NULL ) {
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CurrentParent = CurrentParent->Get_Parent();
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}
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CurrentChild = CurrentParent->Get_Child();
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}
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/***************************************************************************************************
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**
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** CProfileManager
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**
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***************************************************************************************************/
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CProfileNode CProfileManager::Root( "Root", NULL );
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CProfileNode * CProfileManager::CurrentNode = &CProfileManager::Root;
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int CProfileManager::FrameCounter = 0;
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__int64 CProfileManager::ResetTime = 0;
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/***********************************************************************************************
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* CProfileManager::Start_Profile -- Begin a named profile *
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* *
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* Steps one level deeper into the tree, if a child already exists with the specified name *
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* then it accumulates the profiling; otherwise a new child node is added to the profile tree. *
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* *
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* INPUT: *
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* name - name of this profiling record *
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* *
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* WARNINGS: *
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* The string used is assumed to be a static string; pointer compares are used throughout *
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* the profiling code for efficiency. *
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*=============================================================================================*/
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void CProfileManager::Start_Profile( const char * name )
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{
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if (name != CurrentNode->Get_Name()) {
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CurrentNode = CurrentNode->Get_Sub_Node( name );
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}
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CurrentNode->Call();
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}
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/***********************************************************************************************
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* CProfileManager::Stop_Profile -- Stop timing and record the results. *
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*=============================================================================================*/
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void CProfileManager::Stop_Profile( void )
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{
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// Return will indicate whether we should back up to our parent (we may
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// be profiling a recursive function)
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if (CurrentNode->Return()) {
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CurrentNode = CurrentNode->Get_Parent();
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}
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}
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/***********************************************************************************************
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* CProfileManager::Reset -- Reset the contents of the profiling system *
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* *
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* This resets everything except for the tree structure. All of the timing data is reset. *
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*=============================================================================================*/
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void CProfileManager::Reset( void )
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{
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Root.Reset();
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Root.Call();
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FrameCounter = 0;
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Profile_Get_Ticks(&ResetTime);
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}
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/***********************************************************************************************
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* CProfileManager::Increment_Frame_Counter -- Increment the frame counter *
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*=============================================================================================*/
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void CProfileManager::Increment_Frame_Counter( void )
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{
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FrameCounter++;
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}
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/***********************************************************************************************
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* CProfileManager::Get_Time_Since_Reset -- returns the elapsed time since last reset *
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*=============================================================================================*/
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float CProfileManager::Get_Time_Since_Reset( void )
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{
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__int64 time;
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Profile_Get_Ticks(&time);
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time -= ResetTime;
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return (float)time / Profile_Get_Tick_Rate();
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}
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