Files
test/source/blender/depsgraph/intern/debug/deg_time_average.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

54 lines
1.2 KiB
C++

/* SPDX-FileCopyrightText: 2013 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup depsgraph
*/
#pragma once
namespace blender::deg {
/* Utility class which takes care of calculating average of time series, such as FPS counters. */
template<int MaxSamples> class AveragedTimeSampler {
public:
AveragedTimeSampler() : num_samples_(0), next_sample_index_(0) {}
void add_sample(double value)
{
samples_[next_sample_index_] = value;
/* Move to the next index, keeping wrapping at the end of array into account. */
++next_sample_index_;
if (next_sample_index_ == MaxSamples) {
next_sample_index_ = 0;
}
/* Update number of stored samples. */
if (num_samples_ != MaxSamples) {
++num_samples_;
}
}
double get_averaged() const
{
double sum = 0.0;
for (int i = 0; i < num_samples_; ++i) {
sum += samples_[i];
}
return sum / num_samples_;
}
protected:
double samples_[MaxSamples];
/* Number of samples which are actually stored in the array. */
int num_samples_;
/* Index in the samples_ array under which next sample will be stored. */
int next_sample_index_;
};
} // namespace blender::deg