Remove Perftimer classes

Performance can still be crudely measured by turning off
the framelimit and observing the FPS count. For everything
else, there's always callgrind / apitrace.
This commit is contained in:
Jonas Kulla 2014-06-13 18:56:10 +02:00
parent 6c481e5eb8
commit 282d547ad4
7 changed files with 1 additions and 279 deletions

View file

@ -33,7 +33,6 @@
#include "bitmap.h"
#include "etc-internal.h"
#include "binding.h"
#include "perftimer.h"
#include "debugwriter.h"
#include <SDL_video.h>
@ -399,9 +398,6 @@ struct GraphicsPrivate
FPSLimiter fpsLimiter;
PerfTimer *gpuTimer;
PerfTimer *cpuTimer;
bool frozen;
TEXFBO frozenScene;
TEXFBO currentScene;
@ -421,9 +417,6 @@ struct GraphicsPrivate
fpsLimiter(frameRate),
frozen(false)
{
gpuTimer = createGPUTimer(frameRate);
cpuTimer = createCPUTimer(frameRate);
TEXFBO::init(frozenScene);
TEXFBO::allocEmpty(frozenScene, scRes.x, scRes.y);
TEXFBO::linkFBO(frozenScene);
@ -442,9 +435,6 @@ struct GraphicsPrivate
~GraphicsPrivate()
{
delete gpuTimer;
delete cpuTimer;
TEXFBO::fini(frozenScene);
TEXFBO::fini(currentScene);
@ -556,9 +546,6 @@ void Graphics::update()
{
shState->checkShutdown();
// p->cpuTimer->endTiming();
// p->gpuTimer->startTiming();
if (p->frozen)
return;
@ -582,9 +569,6 @@ void Graphics::update()
p->checkResize();
p->redrawScreen();
// p->gpuTimer->endTiming();
// p->cpuTimer->startTiming();
}
void Graphics::freeze()