Пример #1
0
		private void CycleResolutionScale()
		{
			BenchmarkRenderSetup setup = this.renderSetup.Res;
			int currentIndex = this.renderResolutionScales.IndexOf(setup.ResolutionScale);
			int newIndex = (currentIndex + 1 + this.renderResolutionScales.Count) % this.renderResolutionScales.Count;
			setup.ResolutionScale = this.renderResolutionScales[newIndex];
		}
Пример #2
0
		private void CycleAntialiasingQuality()
		{
			BenchmarkRenderSetup setup = this.renderSetup.Res;
			int currentIndex = this.renderAAQualityLevels.IndexOf(setup.AntialiasingQuality);
			int newIndex = (currentIndex + 1 + this.renderAAQualityLevels.Count) % this.renderAAQualityLevels.Count;
			setup.AntialiasingQuality = this.renderAAQualityLevels[newIndex];
		}
Пример #3
0
		private void CycleRenderSize()
		{
			BenchmarkRenderSetup setup = this.renderSetup.Res;
			int currentIndex = this.renderSizes.IndexOf(setup.RenderingSize);
			int newIndex = (currentIndex + 1 + this.renderSizes.Count) % this.renderSizes.Count;
			setup.RenderingSize = this.renderSizes[newIndex];
		}
Пример #4
0
        void ICmpBenchmarkOverlayRenderer.DrawOverlay(Canvas canvas)
        {
            BenchmarkRenderSetup setup = this.renderSetup.Res;

            if (setup == null)
            {
                return;
            }

            // Update the displayed info text only when the data changes.
            // This is a benchmark. We don't want any allocation or perf
            // noise in our setup.
            if (this.displayedRenderSize != setup.RenderingSize ||
                this.displayedRenderScale != setup.ResolutionScale ||
                this.displayedAAQuality != setup.AntialiasingQuality)
            {
                this.displayedRenderSize  = setup.RenderingSize;
                this.displayedRenderScale = setup.ResolutionScale;
                this.displayedAAQuality   = setup.AntialiasingQuality;
                this.text.SourceText      = string.Format(
                    "Render Size: {0} x {1}/n" +
                    "Res. Scaling: {2:F}x/n" +
                    "AA Quality: {3}",
                    this.displayedRenderSize.X, this.displayedRenderSize.Y,
                    this.displayedRenderScale,
                    this.displayedAAQuality);
            }

            canvas.DrawText(this.text,
                            ref this.textBufferGlyphs,
                            ref this.textBufferIcons,
                            canvas.Width - 10,
                            10,
                            0,
                            null,
                            Alignment.TopRight,
                            true);
        }