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authorSergey Sharybin <sergey.vfx@gmail.com>2020-01-24 18:45:32 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2020-01-24 18:45:32 +0300
commit1c98539b57a463ee3a284ffbfdde05837a1c417e (patch)
treebf73ccb7bfe073bd19a66b5e807049a4ff871566 /source/blender/depsgraph
parentb5652f3f026749c6d5410b5f4c30485163698186 (diff)
Depsgraph: Correct FPS debug print
It was printing "frame" time instead of FPS. Other interesting thing to get solved is to solve "drop" in FPS when there is an idle time in user input. Current usecase is limited to observing FPS when there is a continuous stream of events: for example, keep moving vertex in edit mode while watching debug prints.
Diffstat (limited to 'source/blender/depsgraph')
-rw-r--r--source/blender/depsgraph/intern/debug/deg_debug.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/depsgraph/intern/debug/deg_debug.cc b/source/blender/depsgraph/intern/debug/deg_debug.cc
index 00ff73b8f63..74a042989db 100644
--- a/source/blender/depsgraph/intern/debug/deg_debug.cc
+++ b/source/blender/depsgraph/intern/debug/deg_debug.cc
@@ -67,7 +67,7 @@ void DepsgraphDebug::end_graph_evaluation()
const double graph_eval_end_time = PIL_check_seconds_timer();
printf("Depsgraph updated in %f seconds.\n", graph_eval_end_time - graph_evaluation_start_time_);
- printf("Depsgraph evaluation FPS: %f\n", fps_samples_.get_averaged());
+ printf("Depsgraph evaluation FPS: %f\n", 1.0f / fps_samples_.get_averaged());
is_ever_evaluated = true;
}