Cleanup: Use BLI_timeit in C++ code
And prefer `std::cout` instead of `printf`.
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@ -35,14 +35,14 @@
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#include "transform_snap_object.hh"
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#ifdef DEBUG_SNAP_TIME
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# include "PIL_time.h"
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# include "BLI_timeit.hh"
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# if WIN32 and NDEBUG
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# pragma optimize("O", on)
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# endif
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static double _sum_snap_time = 0.0;
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static long _num_snap_calls = 0;
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static int64_t total_count_ = 0;
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static blender::timeit::Nanoseconds duration_;
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#endif
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using namespace blender;
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@ -1581,7 +1581,7 @@ eSnapMode ED_transform_snap_object_project_view3d_ex(SnapObjectContext *sctx,
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}
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#ifdef DEBUG_SNAP_TIME
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double snap_timeit = PIL_check_seconds_timer();
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const timeit::TimePoint start_ = timeit::Clock::now();
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#endif
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snap_to_flag = sctx->runtime.snap_to_flag;
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@ -1717,8 +1717,8 @@ eSnapMode ED_transform_snap_object_project_view3d_ex(SnapObjectContext *sctx,
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}
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#ifdef DEBUG_SNAP_TIME
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_sum_snap_time += PIL_check_seconds_timer() - snap_timeit;
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_num_snap_calls++;
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duration_ += timeit::Clock::now() - start_;
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total_count_++;
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#endif
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return retval;
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@ -1780,9 +1780,12 @@ bool ED_transform_snap_object_project_all_view3d_ex(SnapObjectContext *sctx,
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#ifdef DEBUG_SNAP_TIME
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void ED_transform_snap_object_time_average_print(void)
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{
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printf("Average snapping time: %lf ms\n", 1000 * (_sum_snap_time / _num_snap_calls));
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_sum_snap_time = 0.0;
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_num_snap_calls = 0;
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std::cout << "Average snapping time: ";
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std::cout << std::fixed << duration_.count() / 1.0e6 << " ms";
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std::cout << '\n';
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duration_ = timeit::Nanoseconds::zero();
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total_count_ = 0;
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}
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#endif
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