forked from 0ad/0ad
prefect
5087732fe3
data model. Profile.cpp implements AbstractProfileTable so the original functionality of the profiling display remains. CRenderer also contains an AbstractProfileTable implementation that displays the rendering stats. Switch through different profile views using F11. This was SVN commit r3154.
162 lines
4.4 KiB
C++
162 lines
4.4 KiB
C++
/**
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* =========================================================================
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* File : Profile.h
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* Project : Pyrogenesis
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* Description : GPG3-style hierarchical profiler
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*
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* @author Mark Thompson (mark@wildfiregames.com / mot20@cam.ac.uk)
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* =========================================================================
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*/
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#ifndef PROFILE_H_INCLUDED
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#define PROFILE_H_INCLUDED
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#include <vector>
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#include "Singleton.h"
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#include "scripting/ScriptableObject.h"
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#include "timer.h"
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#define PROFILE_AMORTIZE
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#define PROFILE_AMORTIZE_FRAMES 50
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class CProfileManager;
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class CProfileNodeTable;
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class CProfileNode : public CJSObject<CProfileNode, true>
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{
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friend class CProfileManager;
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friend class CProfileNodeTable;
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const char* name;
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int calls_total;
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int calls_frame_current;
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#ifdef PROFILE_AMORTIZE
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int calls_frame_buffer[PROFILE_AMORTIZE_FRAMES];
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int* calls_frame_last;
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float calls_frame_amortized;
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#else
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int calls_frame_last;
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#endif
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double time_total;
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double time_frame_current;
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#ifdef PROFILE_AMORTIZE
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double time_frame_buffer[PROFILE_AMORTIZE_FRAMES];
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double* time_frame_last;
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double time_frame_amortized;
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#else
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double time_frame_last;
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#endif
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double start;
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int recursion;
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CProfileNode* parent;
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std::vector<CProfileNode*> children;
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std::vector<CProfileNode*> script_children;
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CProfileNodeTable* display_table;
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public:
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typedef std::vector<CProfileNode*>::iterator profile_iterator;
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typedef std::vector<CProfileNode*>::const_iterator const_profile_iterator;
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CProfileNode( const char* name, CProfileNode* parent );
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~CProfileNode();
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const char* GetName() const { return( name ); }
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int GetCalls() const { return( calls_total ); }
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double GetTime() const { return( time_total ); }
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#ifdef PROFILE_AMORTIZE
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float GetFrameCalls() const { return( calls_frame_amortized / PROFILE_AMORTIZE_FRAMES ); }
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double GetFrameTime() const { return( time_frame_amortized / PROFILE_AMORTIZE_FRAMES ); }
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#else
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int GetFrameCalls() const { return( calls_frame_last ); }
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double GetFrameTime() const { return( time_frame_last ); }
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#endif
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const CProfileNode* GetChild( const char* name ) const;
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const CProfileNode* GetScriptChild( const char* name ) const;
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const std::vector<CProfileNode*>* GetChildren() const { return( &children ); }
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const std::vector<CProfileNode*>* GetScriptChildren() const { return( &script_children ); }
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bool CanExpand();
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CProfileNode* GetChild( const char* name );
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CProfileNode* GetScriptChild( const char* name );
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CProfileNode* GetParent() const { return( parent ); }
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// Resets timing information for this node and all its children
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void Reset();
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// Resets frame timings for this node and all its children
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void Frame();
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// Enters the node
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void Call();
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// Leaves the node. Returns true if the node has actually been left
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bool Return();
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// Javascript stuff...
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static void ScriptingInit();
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jsval JS_GetName(JSContext*) { return( ToJSVal( CStrW( name ) ) ); }
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};
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class CProfileManager : public Singleton<CProfileManager>
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{
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CProfileNode* root;
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CProfileNode* current;
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double start;
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double frame_start;
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std::map<CStr8, const char*> m_internedStrings;
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public:
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CProfileManager();
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~CProfileManager();
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// Begins timing for a named subsection
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void Start( const char* name );
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void StartScript( const char* name );
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// Ends timing for the current subsection
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void Stop();
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// Resets all timing information
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void Reset();
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// Resets frame timing information
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void Frame();
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// Resets absolutely everything
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void StructuralReset();
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const char* InternString( CStr8 intern );
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inline const CProfileNode* GetCurrent() { return( current ); }
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inline const CProfileNode* GetRoot() { return( root ); }
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double GetTime();
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double GetFrameTime();
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};
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#define g_Profiler CProfileManager::GetSingleton()
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class CProfileSample
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{
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static std::map<CStrW, char*> evMap;
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public:
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CProfileSample( const char* name )
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{
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g_Profiler.Start( name );
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}
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~CProfileSample()
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{
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g_Profiler.Stop();
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}
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};
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// Put a PROFILE( xyz ) block at the start of all code to be profiled.
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// Profile blocks last until the end of the containing scope.
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#define PROFILE( name ) CProfileSample __profile( name )
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// Cheat a bit to make things slightly easier on the user
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#define PROFILE_START( name ) { CProfileSample __profile( name )
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#define PROFILE_END( name ) }
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#endif // PROFILE_H_INCLUDED
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