io7m
io7m-jcanephora 0.53.1
3.18
JCGLTimersType

- 3.18.1. Description
- 3.18.2. Usage examples

3.18.1
Description
1
The JCGLTimersType interface provides functions for allocating and evaluating timer queries.
3.18.2
Usage examples
1
The JCGLTimersType interfaces expose functions that allocate and evaluate timer queries. A timer query is, at the most basic level, a way of having the GPU record the current time in a manner that can be retrieved by the CPU later on.
2
To allocate a new timer query:
3.18.2.1. Allocation

    JCGLTimersType g;
    JCGLTimerType t = g.timerQueryAllocate();

3
A timer query must be asynchronously started and stopped, and can then later be queried. For example, to measure the time it takes to execute a series of OpenGL commands:
3.18.2.2. Timing

    JCGLDrawType gd;
    JCGLTimersType g;
    JCGLTimerType t;

    g.timerQueryBegin(t);
    gd.drawElements(JCGLPrimitives.PRIMITIVE_TRIANGLES);
    gd.drawElements(JCGLPrimitives.PRIMITIVE_TRIANGLES);
    gd.drawElements(JCGLPrimitives.PRIMITIVE_TRIANGLES);
    g.timerQueryFinish(t);

4
The timerQueryBegin/timerQueryFinish commands execute asynchronously, recording the current time on the GPU as the GPU reaches each command in the queue. The application can then ask the GPU if the timer commands have finished executing, and return the recorded time values if they have:
3.18.2.3. Retrieval

    JCGLDrawType gd;
    JCGLTimersType g;
    JCGLTimerType t;

    if (g.timerQueryResultIsReady(t)) {
      long elapsed = g.timerQueryResultGet(t);
      // The time to execute the three draw commands is time_end - time_start nanoseconds
    }

5
At most one timer query can be executing at any one time; calls to timerQueryBegin/timerQueryFinish cannot be nested.
6
Calling timerQueryResultGet implies synchronization between the CPU and GPU and should therefore be called after all other rendering operations for the frame have completed. As timer queries are most often used to implement OpenGL profiling, this is not usually an onerous restriction. Generally, applications will allocate many timers for their rendering pipelines, update timers during rendering of a frame, and then query all timers at the end of the frame to measure the time taken by each part of the pipeline.