Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
507
examples/30.Profiling/main.cpp
Normal file
507
examples/30.Profiling/main.cpp
Normal file
@@ -0,0 +1,507 @@
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
// Copyright by Michael Zeilfelder
|
||||
|
||||
/** Example 030 Profiling
|
||||
|
||||
Profiling is used to get runtime information about code code.
|
||||
|
||||
There exist several independent profiling tools.
|
||||
Examples for free profilers are "gprof" for the GNU toolchain and "very sleepy"
|
||||
from codersnotes for Windows. Proprietary tools are for example "VTune" from
|
||||
Intel or "AMD APP Profiler". Those tools work by sampling the running
|
||||
application regularly to get statistic information about the called functions.
|
||||
The way to use them is to compile your application with special flags
|
||||
to include profiling information (some also work with debug information). They
|
||||
also might allow to profile only certain parts of the code, although
|
||||
most can't do that. The sampling is usually rather time-consuming which means
|
||||
the application will be very slow when collecting the profiling data. It's often
|
||||
useful to start with one of those tools to get an overview over the bottlenecks
|
||||
in your application. Those tools have the advantage that they don't need any
|
||||
modifications inside the code.
|
||||
|
||||
Once you need to dig deeper the Irrlicht profiler can help you. It works nearly
|
||||
like a stopwatch. You add start/stop blocks into the parts of your code which
|
||||
you need to check and the Irrlicht profiler will give you then the exact times
|
||||
of execution for those parts. And unlike general profiler tools you don't just
|
||||
get average information about the run-time but also worst-cases. Which tends
|
||||
to be information you really for a stable framerate. Also the Irrlicht profiler
|
||||
has a low overhead and affects only the areas which you want to time. So you
|
||||
can profile applications with nearly original speed.
|
||||
|
||||
Irrlicht itself has such profiling information, which is useful to figure out
|
||||
where the runtime inside the engine is spend. To get that profiling data you
|
||||
need to recompile Irrlicht with _IRR_COMPILE_WITH_PROFILING_ enabled as
|
||||
collecting profiling information is disabled by default for speed reasons.
|
||||
*/
|
||||
|
||||
/*
|
||||
It's usually a good idea to wrap all your profile code with a define.
|
||||
That way you don't have to worry too much about the runtime profiling
|
||||
itself takes. You can remove the profiling code completely when you release
|
||||
the software by removing a single define.Or sometimes you might want to
|
||||
have several such defines for different areas of your application code.
|
||||
*/
|
||||
#define ENABLE_MY_PROFILE // comment out to remove the profiling code
|
||||
#ifdef ENABLE_MY_PROFILE
|
||||
// calls code X
|
||||
#define MY_PROFILE(X) X
|
||||
#else
|
||||
// removes the code for X in the pre-processor
|
||||
#define MY_PROFILE(X)
|
||||
#endif // IRR_PROFILE
|
||||
|
||||
#include <irrlicht.h>
|
||||
#include "driverChoice.h"
|
||||
#include "exampleHelper.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "Irrlicht.lib")
|
||||
#endif
|
||||
|
||||
|
||||
using namespace irr;
|
||||
using namespace core;
|
||||
using namespace scene;
|
||||
using namespace video;
|
||||
using namespace io;
|
||||
using namespace gui;
|
||||
|
||||
/*
|
||||
We have the choice between working with fixed and with automatic profiling id's.
|
||||
Here are some fixed ID's we will be using.
|
||||
*/
|
||||
enum EProfiles
|
||||
{
|
||||
EP_APP_TIME_ONCE,
|
||||
EP_APP_TIME_UPDATED,
|
||||
EP_SCOPE1,
|
||||
EP_SCOPE2,
|
||||
EP_DRAW_SCENE
|
||||
};
|
||||
|
||||
// For our example scenes
|
||||
enum EScenes
|
||||
{
|
||||
ES_NONE, // no scene set
|
||||
ES_CUBE,
|
||||
ES_QUAKE_MAP,
|
||||
ES_DWARVES,
|
||||
|
||||
ES_COUNT // counting how many scenes we have
|
||||
};
|
||||
|
||||
/*
|
||||
Controlling the profiling display is application specific behavior.
|
||||
We use function keys in our case and play around with all the parameters.
|
||||
In real applications you will likely only need something to make the
|
||||
profiling-display visible/invisible and switch pages while the parameters
|
||||
can be set to fixed values.
|
||||
*/
|
||||
class MyEventReceiver : public IEventReceiver
|
||||
{
|
||||
public:
|
||||
// constructor
|
||||
MyEventReceiver(ISceneManager * smgr) : GuiProfiler(0), IncludeOverview(true), IgnoreUncalled(false), ActiveScene(ES_NONE), SceneManager(smgr) {}
|
||||
|
||||
virtual bool OnEvent(const SEvent& event)
|
||||
{
|
||||
if (event.EventType == EET_KEY_INPUT_EVENT)
|
||||
{
|
||||
if ( event.KeyInput.PressedDown )
|
||||
{
|
||||
/*
|
||||
Catching keys to control the profiling display and the profiler itself
|
||||
*/
|
||||
switch ( event.KeyInput.Key )
|
||||
{
|
||||
case KEY_F1:
|
||||
GuiProfiler->setVisible( !GuiProfiler->isVisible() );
|
||||
break;
|
||||
case KEY_F2:
|
||||
GuiProfiler->nextPage(IncludeOverview);
|
||||
break;
|
||||
case KEY_F3:
|
||||
GuiProfiler->previousPage(IncludeOverview);
|
||||
break;
|
||||
case KEY_F4:
|
||||
GuiProfiler->firstPage(IncludeOverview);
|
||||
break;
|
||||
case KEY_F5:
|
||||
IncludeOverview = !IncludeOverview;
|
||||
GuiProfiler->firstPage(IncludeOverview); // not strictly needed, but otherwise the update won't update
|
||||
break;
|
||||
case KEY_F6:
|
||||
/*
|
||||
You can set more filters. This one filters out profile data which was never called.
|
||||
*/
|
||||
IgnoreUncalled = !IgnoreUncalled;
|
||||
GuiProfiler->setFilters(IgnoreUncalled ? 1 : 0, 0, 0.f, 0);
|
||||
break;
|
||||
case KEY_F7:
|
||||
GuiProfiler->setShowGroupsTogether( !GuiProfiler->getShowGroupsTogether() );
|
||||
break;
|
||||
case KEY_F8:
|
||||
NextScene();
|
||||
break;
|
||||
case KEY_F9:
|
||||
{
|
||||
u32 index = 0;
|
||||
if ( getProfiler().findGroupIndex(index, L"grp runtime") )
|
||||
{
|
||||
getProfiler().resetGroup(index);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case KEY_F10:
|
||||
{
|
||||
u32 index = 0;
|
||||
if ( getProfiler().findDataIndex(index, L"scope 3") )
|
||||
{
|
||||
getProfiler().resetDataByIndex(index);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case KEY_F11:
|
||||
getProfiler().resetAll();
|
||||
break;
|
||||
case KEY_KEY_F:
|
||||
GuiProfiler->setFrozen(!GuiProfiler->getFrozen());
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
Some example scenes so we have something to profile
|
||||
*/
|
||||
void NextScene()
|
||||
{
|
||||
SceneManager->clear();
|
||||
ActiveScene = (ActiveScene+1) % ES_COUNT;
|
||||
if ( ActiveScene == 0 )
|
||||
ActiveScene = ActiveScene+1;
|
||||
|
||||
switch ( ActiveScene )
|
||||
{
|
||||
case ES_CUBE:
|
||||
{
|
||||
/*
|
||||
Simple scene with cube and light.
|
||||
*/
|
||||
MY_PROFILE(CProfileScope p(L"cube", L"grp switch scene");)
|
||||
|
||||
SceneManager->addCameraSceneNode (0, core::vector3df(0, 0, 0),
|
||||
core::vector3df(0, 0, 100),
|
||||
-1);
|
||||
|
||||
SceneManager->addCubeSceneNode (30.0f, 0, -1,
|
||||
core::vector3df(0, 20, 100),
|
||||
core::vector3df(45, 45, 45),
|
||||
core::vector3df(1.0f, 1.0f, 1.0f));
|
||||
|
||||
SceneManager->addLightSceneNode(0, core::vector3df(0, 0, 0),
|
||||
video::SColorf(1.0f, 1.0f, 1.0f),
|
||||
100.0f);
|
||||
}
|
||||
break;
|
||||
case ES_QUAKE_MAP:
|
||||
{
|
||||
/*
|
||||
Our typical Irrlicht example quake map.
|
||||
*/
|
||||
MY_PROFILE(CProfileScope p(L"quake map", L"grp switch scene");)
|
||||
|
||||
scene::IAnimatedMesh* mesh = SceneManager->getMesh("20kdm2.bsp");
|
||||
scene::ISceneNode* node = 0;
|
||||
|
||||
if (mesh)
|
||||
node = SceneManager->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
|
||||
if (node)
|
||||
node->setPosition(core::vector3df(-1300,-144,-1249));
|
||||
SceneManager->addCameraSceneNodeFPS();
|
||||
}
|
||||
break;
|
||||
case ES_DWARVES:
|
||||
{
|
||||
/*
|
||||
Stress-test Irrlicht a little bit by creating many objects.
|
||||
*/
|
||||
MY_PROFILE(CProfileScope p(L"dwarfes", L"grp switch scene");)
|
||||
|
||||
scene::IAnimatedMesh* aniMesh = SceneManager->getMesh( getExampleMediaPath() + "dwarf.x" );
|
||||
if (aniMesh)
|
||||
{
|
||||
scene::IMesh * mesh = aniMesh->getMesh (0);
|
||||
if ( !mesh )
|
||||
break;
|
||||
|
||||
/*
|
||||
You can never have too many dwarves. So let's make some.
|
||||
*/
|
||||
const int nodesX = 30;
|
||||
const int nodesY = 5;
|
||||
const int nodesZ = 30;
|
||||
|
||||
aabbox3df bbox = mesh->getBoundingBox();
|
||||
vector3df extent = bbox.getExtent();
|
||||
const f32 GAP = 10.f;
|
||||
f32 halfSizeX = 0.5f * (nodesX*extent.X + GAP*(nodesX-1));
|
||||
f32 halfSizeY = 0.5f * (nodesY*extent.Y + GAP*(nodesY-1));
|
||||
f32 halfSizeZ = 0.5f * (nodesZ*extent.Z + GAP*(nodesZ-1));
|
||||
|
||||
for ( int x = 0; x < nodesX; ++x )
|
||||
{
|
||||
irr::f32 gapX = x > 0 ? (x-1)*GAP : 0.f;
|
||||
irr::f32 posX = -halfSizeX + x*extent.X + gapX;
|
||||
for ( int y = 0; y < nodesY; ++y )
|
||||
{
|
||||
irr::f32 gapY = y > 0 ? (y-1)*GAP : 0.f;
|
||||
irr::f32 posY = -halfSizeY + y*extent.Y + gapY;
|
||||
for ( int z=0; z < nodesZ; ++z )
|
||||
{
|
||||
irr::f32 gapZ = z > 0 ? (z-1)*GAP : 0.f;
|
||||
irr::f32 posZ = -halfSizeZ + z*extent.Z + gapZ;
|
||||
scene::IAnimatedMeshSceneNode * node = SceneManager->addAnimatedMeshSceneNode(aniMesh, NULL, -1, vector3df(posX, posY, posZ) );
|
||||
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
irr::scene::ICameraSceneNode * camera = SceneManager->addCameraSceneNodeFPS(0, 20.f, 0.1f );
|
||||
camera->updateAbsolutePosition();
|
||||
camera->setTarget( vector3df(0,0,0) );
|
||||
camera->updateAbsolutePosition();
|
||||
camera->setPosition(irr::core::vector3df(halfSizeX+extent.X, halfSizeY+extent.Y, halfSizeZ+extent.Z));
|
||||
camera->updateAbsolutePosition();
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
IGUIProfiler * GuiProfiler;
|
||||
bool IncludeOverview;
|
||||
bool IgnoreUncalled;
|
||||
u32 ActiveScene;
|
||||
scene::ISceneManager* SceneManager;
|
||||
};
|
||||
|
||||
void recursive(int recursion)
|
||||
{
|
||||
/*
|
||||
As the profiler uses internally counters for start stop and only
|
||||
takes profile data when that counter is zero we count all recursions
|
||||
as a single call.
|
||||
If you want to profile each call on it's own you have to use explicit start/stop calls and
|
||||
stop the profile id right before the recursive call.
|
||||
*/
|
||||
MY_PROFILE(CProfileScope p3(L"recursive", L"grp runtime");)
|
||||
if (recursion > 0 )
|
||||
recursive(recursion-1);
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
/*
|
||||
Setup, nothing special here.
|
||||
*/
|
||||
video::E_DRIVER_TYPE driverType=driverChoiceConsole();
|
||||
if (driverType==video::EDT_COUNT)
|
||||
return 1;
|
||||
|
||||
/*
|
||||
Profiler is independent of the device - so we can time the device setup
|
||||
*/
|
||||
MY_PROFILE(s32 pDev = getProfiler().add(L"createDevice", L"grp runtime");)
|
||||
MY_PROFILE(getProfiler().start(pDev);)
|
||||
|
||||
IrrlichtDevice * device = createDevice(driverType, core::dimension2d<u32>(640, 480));
|
||||
if (device == 0)
|
||||
{
|
||||
/*
|
||||
When working with start/stop you should add a stop to all exit paths.
|
||||
Although in this case it wouldn't matter as we don't do anything with it when we quit here.
|
||||
*/
|
||||
MY_PROFILE(getProfiler().stop(pDev);)
|
||||
return 1; // could not create selected driver.
|
||||
}
|
||||
MY_PROFILE(getProfiler().stop(pDev);)
|
||||
|
||||
video::IVideoDriver* driver = device->getVideoDriver();
|
||||
IGUIEnvironment* env = device->getGUIEnvironment();
|
||||
scene::ISceneManager* smgr = device->getSceneManager();
|
||||
|
||||
const io::path mediaPath = getExampleMediaPath();
|
||||
|
||||
/*
|
||||
A map we use for one of our test-scenes.
|
||||
*/
|
||||
device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
|
||||
|
||||
MyEventReceiver receiver(smgr);
|
||||
device->setEventReceiver(&receiver);
|
||||
receiver.NextScene();
|
||||
|
||||
/*
|
||||
Show some info about the controls used in this example
|
||||
*/
|
||||
IGUIStaticText * staticText = env->addStaticText(
|
||||
L"<F1> to show/hide the profiling display\n"
|
||||
L"<F2> to show the next page\n"
|
||||
L"<F3> to show the previous page\n"
|
||||
L"<F4> to show the first page\n"
|
||||
L"<F5> to flip between including the group overview\n"
|
||||
L"<F6> to flip between ignoring and showing uncalled data\n"
|
||||
L"<F7> to flip between showing 1 group per page or all together\n"
|
||||
L"<F8> to change our scene\n"
|
||||
L"<F9> to reset the \"grp runtime\" data\n"
|
||||
L"<F10> to reset the scope 3 data\n"
|
||||
L"<F11> to reset all data\n"
|
||||
L"<f> to freeze/unfreeze the display\n"
|
||||
, recti(10,10, 250, 140), true, true, 0, -1, true);
|
||||
staticText->setWordWrap(false);
|
||||
|
||||
/*
|
||||
IGUIProfiler is can be used to show active profiling data at runtime.
|
||||
*/
|
||||
receiver.GuiProfiler = env->addProfilerDisplay(core::recti(40, 140, 600, 470));
|
||||
receiver.GuiProfiler->setDrawBackground(true);
|
||||
|
||||
/*
|
||||
Get a monospaced font - it's nicer when working with rows of numbers.
|
||||
*/
|
||||
IGUIFont* font = env->getFont(mediaPath + "fontcourier.bmp");
|
||||
if (font)
|
||||
receiver.GuiProfiler->setOverrideFont(font);
|
||||
|
||||
|
||||
/*
|
||||
Adding ID's has to be done before the start/stop calls.
|
||||
This allows start/stop to be really fast and we still have nice information like
|
||||
names and groups.
|
||||
Groups are created automatically each time an ID with a new group-name is added.
|
||||
Groups exist to sort the display data in a nicer way.
|
||||
*/
|
||||
MY_PROFILE(
|
||||
getProfiler().add(EP_APP_TIME_ONCE, L"full time", L"grp runtime");
|
||||
getProfiler().add(EP_APP_TIME_UPDATED, L"full time updated", L"grp runtime");
|
||||
getProfiler().add(EP_SCOPE1, L"scope 1", L"grp runtime");
|
||||
getProfiler().add(EP_DRAW_SCENE, L"draw scene", L"grp runtime");
|
||||
)
|
||||
|
||||
/*
|
||||
Two timers which run the whole time. One will be continuously updated the other won't.
|
||||
*/
|
||||
MY_PROFILE(getProfiler().start(EP_APP_TIME_ONCE);)
|
||||
MY_PROFILE(getProfiler().start(EP_APP_TIME_UPDATED);)
|
||||
|
||||
s32 lastFPS = -1;
|
||||
while(device->run() && driver)
|
||||
{
|
||||
if (device->isWindowActive())
|
||||
{
|
||||
/*
|
||||
For comparison show the FPS in the title bar
|
||||
*/
|
||||
s32 fps = driver->getFPS();
|
||||
if (lastFPS != fps)
|
||||
{
|
||||
core::stringw str = L"FPS: ";
|
||||
str += fps;
|
||||
device->setWindowCaption(str.c_str());
|
||||
lastFPS = fps;
|
||||
}
|
||||
|
||||
/*
|
||||
Times are only updated on stop() calls. So if we want a long-running timer
|
||||
to update we have to stop() and start() it in between.
|
||||
Note that this will also update the call-counter and is rarely needed.
|
||||
*/
|
||||
MY_PROFILE(getProfiler().stop(EP_APP_TIME_UPDATED);)
|
||||
MY_PROFILE(getProfiler().start(EP_APP_TIME_UPDATED);)
|
||||
|
||||
/*
|
||||
The following CProfileScope's will all do the same thing:
|
||||
they measure the time this loop takes. They call start()
|
||||
when the object is created and call stop() when it
|
||||
is destroyed.
|
||||
|
||||
The first one creates an ID on it's first call and will
|
||||
do constant string-comparisons for the name. It's
|
||||
the slowest, but most comfortable solution. Use it when you
|
||||
just need to run a quick check without the hassle of setting
|
||||
up id's.
|
||||
*/
|
||||
MY_PROFILE(CProfileScope p3(L"scope 3", L"grp runtime");)
|
||||
|
||||
/*
|
||||
Second CProfileScope solution will create a data block on first
|
||||
call. So it's a little bit slower on the first run. But usually
|
||||
that's hardly noticeable.
|
||||
*/
|
||||
MY_PROFILE(CProfileScope p2(EP_SCOPE2, L"scope 2", L"grp runtime");)
|
||||
|
||||
/*
|
||||
Last CProfileScope solution is the fastest one. But you must add
|
||||
the id before you can use it like that.
|
||||
*/
|
||||
MY_PROFILE(CProfileScope p1(EP_SCOPE1));
|
||||
|
||||
/*
|
||||
Call a recursive function to show how profiler only counts it once.
|
||||
*/
|
||||
recursive(5);
|
||||
|
||||
driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
|
||||
|
||||
/*
|
||||
If you want to profile only some lines and not a complete scope
|
||||
then you have to work with start() and stop() calls.
|
||||
*/
|
||||
MY_PROFILE(getProfiler().start(EP_DRAW_SCENE);)
|
||||
smgr->drawAll();
|
||||
MY_PROFILE(getProfiler().stop(EP_DRAW_SCENE);)
|
||||
|
||||
/*
|
||||
If it doesn't matter if the profiler takes some time you can also
|
||||
be lazy and create id's automatically on the spot:
|
||||
*/
|
||||
MY_PROFILE(s32 pEnv = getProfiler().add(L"draw env", L"grp runtime");)
|
||||
MY_PROFILE(getProfiler().start(pEnv);)
|
||||
env->drawAll();
|
||||
MY_PROFILE(getProfiler().stop(pEnv);)
|
||||
|
||||
driver->endScene();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Shutdown.
|
||||
*/
|
||||
device->drop();
|
||||
|
||||
/*
|
||||
The profiler is independent of an device - so we can still work with it.
|
||||
*/
|
||||
|
||||
MY_PROFILE(getProfiler().stop(EP_APP_TIME_UPDATED));
|
||||
MY_PROFILE(getProfiler().stop(EP_APP_TIME_ONCE));
|
||||
|
||||
/*
|
||||
Print a complete overview of the profiling data to the console.
|
||||
*/
|
||||
MY_PROFILE(core::stringw output);
|
||||
MY_PROFILE(getProfiler().printAll(output));
|
||||
MY_PROFILE(printf("%s", core::stringc(output).c_str() ));
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*
|
||||
**/
|
Reference in New Issue
Block a user