/usr/include/OGRE/OgreProfiler.h is in libogre-1.8-dev 1.8.0+dfsg1-7+b1.
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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2012 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
/*
Although the code is original, many of the ideas for the profiler were borrowed from
"Real-Time In-Game Profiling" by Steve Rabin which can be found in Game Programming
Gems 1.
This code can easily be adapted to your own non-Ogre project. The only code that is
Ogre-dependent is in the visualization/logging routines and the use of the Timer class.
Enjoy!
*/
#ifndef __Profiler_H__
#define __Profiler_H__
#include "OgrePrerequisites.h"
#include "OgreSingleton.h"
#include "OgreString.h"
#include "OgreOverlay.h"
#if OGRE_PROFILING == 1
# define OgreProfile( a ) Ogre::Profile _OgreProfileInstance( (a) )
# define OgreProfileBegin( a ) Ogre::Profiler::getSingleton().beginProfile( (a) )
# define OgreProfileEnd( a ) Ogre::Profiler::getSingleton().endProfile( (a) )
# define OgreProfileGroup( a, g ) Ogre::Profile _OgreProfileInstance( (a), (g) )
# define OgreProfileBeginGroup( a, g ) Ogre::Profiler::getSingleton().beginProfile( (a), (g) )
# define OgreProfileEndGroup( a, g ) Ogre::Profiler::getSingleton().endProfile( (a), (g) )
#else
# define OgreProfile( a )
# define OgreProfileBegin( a )
# define OgreProfileEnd( a )
# define OgreProfileGroup( a, g )
# define OgreProfileBeginGroup( a, g )
# define OgreProfileEndGroup( a, g )
#endif
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup General
* @{
*/
/** List of reserved profiling masks
*/
enum ProfileGroupMask
{
/// User default profile
OGREPROF_USER_DEFAULT = 0x00000001,
/// All in-built Ogre profiling will match this mask
OGREPROF_ALL = 0xFF000000,
/// General processing
OGREPROF_GENERAL = 0x80000000,
/// Culling
OGREPROF_CULLING = 0x40000000,
/// Rendering
OGREPROF_RENDERING = 0x20000000
};
/** An individual profile that will be processed by the Profiler
@remarks
Use the macro OgreProfile(name) instead of instantiating this profile directly
@remarks
We use this Profile to allow scoping rules to signify the beginning and end of
the profile. Use the Profiler singleton (through the macro OgreProfileBegin(name)
and OgreProfileEnd(name)) directly if you want a profile to last
outside of a scope (i.e. the main game loop).
@author Amit Mathew (amitmathew (at) yahoo (dot) com)
*/
class _OgreExport Profile : public ProfilerAlloc {
public:
Profile(const String& profileName, uint32 groupID = (uint32)OGREPROF_USER_DEFAULT);
~Profile();
protected:
/// The name of this profile
String mName;
/// The group ID
uint32 mGroupID;
};
/** The profiler allows you to measure the performance of your code
@remarks
Do not create profiles directly from this unless you want a profile to last
outside of its scope (i.e. the main game loop). For most cases, use the macro
OgreProfile(name) and braces to limit the scope. You must enable the Profile
before you can used it with setEnabled(true). If you want to disable profiling
in Ogre, simply set the macro OGRE_PROFILING to 0.
@author Amit Mathew (amitmathew (at) yahoo (dot) com)
@todo resolve artificial cap on number of profiles displayed
@todo fix display ordering of profiles not called every frame
*/
class _OgreExport Profiler : public Singleton<Profiler>, public ProfilerAlloc {
public:
Profiler();
~Profiler();
/** Sets the timer for the profiler */
void setTimer(Timer* t);
/** Retrieves the timer for the profiler */
Timer* getTimer();
/** Begins a profile
@remarks
Use the macro OgreProfileBegin(name) instead of calling this directly
so that profiling can be ignored in the release version of your app.
@remarks
You only use the macro (or this) if you want a profile to last outside
of its scope (i.e. the main game loop). If you use this function, make sure you
use a corresponding OgreProfileEnd(name). Usually you would use the macro
OgreProfile(name). This function will be ignored for a profile that has been
disabled or if the profiler is disabled.
@param profileName Must be unique and must not be an empty string
@param groupID A profile group identifier, which can allow you to mask profiles
*/
void beginProfile(const String& profileName, uint32 groupID = (uint32)OGREPROF_USER_DEFAULT);
/** Ends a profile
@remarks
Use the macro OgreProfileEnd(name) instead of calling this directly so that
profiling can be ignored in the release version of your app.
@remarks
This function is usually not called directly unless you want a profile to
last outside of its scope. In most cases, using the macro OgreProfile(name)
which will call this function automatically when it goes out of scope. Make
sure the name of this profile matches its corresponding beginProfile name.
This function will be ignored for a profile that has been disabled or if the
profiler is disabled.
@param profileName Must be unique and must not be an empty string
@param groupID A profile group identifier, which can allow you to mask profiles
*/
void endProfile(const String& profileName, uint32 groupID = (uint32)OGREPROF_USER_DEFAULT);
/** Sets whether this profiler is enabled. Only takes effect after the
the frame has ended.
@remarks When this is called the first time with the parameter true,
it initializes the GUI for the Profiler
*/
void setEnabled(bool enabled);
/** Gets whether this profiler is enabled */
bool getEnabled() const;
/** Enables a previously disabled profile
@remarks Only enables the profile if this function is not
called during the profile it is trying to enable.
*/
void enableProfile(const String& profileName);
/** Disables a profile
@remarks Only disables the profile if this function is not called during
the profile it is trying to disable.
*/
void disableProfile(const String& profileName);
/** Set the mask which all profiles must pass to be enabled.
*/
void setProfileGroupMask(uint32 mask) { mProfileMask = mask; }
/** Get the mask which all profiles must pass to be enabled.
*/
uint32 getProfileGroupMask() const { return mProfileMask; }
/** Returns true if the specified profile reaches a new frame time maximum
@remarks If this is called during a frame, it will be reading the results
from the previous frame. Therefore, it is best to use this after the frame
has ended.
*/
bool watchForMax(const String& profileName);
/** Returns true if the specified profile reaches a new frame time minimum
@remarks If this is called during a frame, it will be reading the results
from the previous frame. Therefore, it is best to use this after the frame
has ended.
*/
bool watchForMin(const String& profileName);
/** Returns true if the specified profile goes over or under the given limit
frame time
@remarks If this is called during a frame, it will be reading the results
from the previous frame. Therefore, it is best to use this after the frame
has ended.
@param limit A number between 0 and 1 representing the percentage of frame time
@param greaterThan If true, this will return whether the limit is exceeded. Otherwise,
it will return if the frame time has gone under this limit.
*/
bool watchForLimit(const String& profileName, Real limit, bool greaterThan = true);
/** Outputs current profile statistics to the log */
void logResults();
/** Clears the profiler statistics */
void reset();
enum DisplayMode
{
/// Display % frame usage on the overlay
DISPLAY_PERCENTAGE,
/// Display milliseconds on the overlay
DISPLAY_MILLISECONDS
};
/** Set the display mode for the overlay.
*/
void setDisplayMode(DisplayMode d) { mDisplayMode = d; }
/** Get the display mode for the overlay.
*/
DisplayMode getDisplayMode() const { return mDisplayMode; }
/** Sets the Profiler so the display of results are updated every n frames*/
void setUpdateDisplayFrequency(uint freq);
/** Gets the frequency that the Profiler display is updated */
uint getUpdateDisplayFrequency() const;
/** Set the size of the profiler overlay, in pixels. */
void setOverlayDimensions(Real width, Real height);
/** Set the position of the profiler overlay, in pixels. */
void setOverlayPosition(Real left, Real top);
Real getOverlayWidth() const;
Real getOverlayHeight() const;
Real getOverlayLeft() const;
Real getOverlayTop() const;
/** Override standard Singleton retrieval.
@remarks
Why do we do this? Well, it's because the Singleton
implementation is in a .h file, which means it gets compiled
into anybody who includes it. This is needed for the
Singleton template to work, but we actually only want it
compiled into the implementation of the class based on the
Singleton, not all of them. If we don't change this, we get
link errors when trying to use the Singleton-based class from
an outside dll.
@par
This method just delegates to the template version anyway,
but the implementation stays in this single compilation unit,
preventing link errors.
*/
static Profiler& getSingleton(void);
/** Override standard Singleton retrieval.
@remarks
Why do we do this? Well, it's because the Singleton
implementation is in a .h file, which means it gets compiled
into anybody who includes it. This is needed for the
Singleton template to work, but we actually only want it
compiled into the implementation of the class based on the
Singleton, not all of them. If we don't change this, we get
link errors when trying to use the Singleton-based class from
an outside dll.
@par
This method just delegates to the template version anyway,
but the implementation stays in this single compilation unit,
preventing link errors.
*/
static Profiler* getSingletonPtr(void);
protected:
/** Initializes the profiler's GUI elements */
void initialize();
/** Prints the profiling results of each frame */
void displayResults();
/** Processes the profiler data after each frame */
void processFrameStats();
/** Handles a change of the profiler's enabled state*/
void changeEnableState();
/** An internal function to create the container which will hold our display elements*/
OverlayContainer* createContainer();
/** An internal function to create a text area */
OverlayElement* createTextArea(const String& name, Real width, Real height, Real top, Real left,
uint fontSize, const String& caption, bool show = true);
/** An internal function to create a panel */
OverlayElement* createPanel(const String& name, Real width, Real height, Real top, Real left,
const String& materialName, bool show = true);
/// Represents an individual profile call
struct ProfileInstance {
/// The name of the profile
String name;
/// The name of the parent, empty string if root
String parent;
/// The time this profile was started
ulong currTime;
/// Represents the total time of all child profiles to subtract
/// from this profile
ulong accum;
/// The hierarchical level of this profile, 0 being the root profile
uint hierarchicalLvl;
};
/// Represents the total timing information of a profile
/// since profiles can be called more than once each frame
struct ProfileFrame {
/// The name of the profile
String name;
/// The total time this profile has taken this frame
ulong frameTime;
/// The number of times this profile was called this frame
uint calls;
/// The hierarchical level of this profile, 0 being the main loop
uint hierarchicalLvl;
};
/// Represents a history of each profile during the duration of the app
struct ProfileHistory {
/// The name of the profile
String name;
/// The current percentage of frame time this profile has taken
Real currentTimePercent;
/// The current frame time this profile has taken in milliseconds
Real currentTimeMillisecs;
/// The maximum percentage of frame time this profile has taken
Real maxTimePercent;
/// The maximum frame time this profile has taken in milliseconds
Real maxTimeMillisecs;
/// The minimum percentage of frame time this profile has taken
Real minTimePercent;
/// The minimum frame time this profile has taken in milliseconds
Real minTimeMillisecs;
/// The number of times this profile has been called each frame
uint numCallsThisFrame;
/// The total percentage of frame time this profile has taken
Real totalTimePercent;
/// The total frame time this profile has taken in milliseconds
Real totalTimeMillisecs;
/// The total number of times this profile was called
/// (used to calculate average)
ulong totalCalls;
/// The hierarchical level of this profile, 0 being the root profile
uint hierarchicalLvl;
};
typedef list<ProfileInstance>::type ProfileStack;
typedef list<ProfileFrame>::type ProfileFrameList;
typedef list<ProfileHistory>::type ProfileHistoryList;
typedef map<String, ProfileHistoryList::iterator>::type ProfileHistoryMap;
typedef map<String, bool>::type DisabledProfileMap;
typedef list<OverlayElement*>::type ProfileBarList;
/// A stack for each individual profile per frame
ProfileStack mProfiles;
/// Accumulates the results of each profile per frame (since a profile can be called
/// more than once a frame)
ProfileFrameList mProfileFrame;
/// Keeps track of the statistics of each profile
ProfileHistoryList mProfileHistory;
/// We use this for quick look-ups of profiles in the history list
ProfileHistoryMap mProfileHistoryMap;
/// Holds the names of disabled profiles
DisabledProfileMap mDisabledProfiles;
/// Holds the display bars for each profile results
ProfileBarList mProfileBars;
/// Whether the GUI elements have been initialized
bool mInitialized;
/// The max number of profiles we can display
uint mMaxDisplayProfiles;
/// The overlay which contains our profiler results display
Overlay* mOverlay;
/// The window that displays the profiler results
OverlayContainer* mProfileGui;
/// The height of each bar
Real mBarHeight;
/// The height of the stats window
Real mGuiHeight;
/// The width of the stats window
Real mGuiWidth;
/// The horz position of the stats window
Real mGuiLeft;
/// The vertical position of the stats window
Real mGuiTop;
/// The size of the indent for each profile display bar
Real mBarIndent;
/// The width of the border between the profile window and each bar
Real mGuiBorderWidth;
/// The width of the min, avg, and max lines in a profile display
Real mBarLineWidth;
/// The distance between bars
Real mBarSpacing;
/// The number of frames that must elapse before the current
/// frame display is updated
uint mUpdateDisplayFrequency;
/// The number of elapsed frame, used with mUpdateDisplayFrequency
uint mCurrentFrame;
/// The timer used for profiling
Timer* mTimer;
/// The total time each frame takes
ulong mTotalFrameTime;
/// Whether this profiler is enabled
bool mEnabled;
/// Keeps track of whether this profiler has
/// received a request to be enabled/disabled
bool mEnableStateChangePending;
/// Keeps track of the new enabled/disabled state that the user has requested
/// which will be applied after the frame ends
bool mNewEnableState;
/// Mask to decide whether a type of profile is enabled or not
uint32 mProfileMask;
/// How to display the overlay
DisplayMode mDisplayMode;
/// The max frame time recorded
ulong mMaxTotalFrameTime;
/// Rolling average of millisecs
Real mAverageFrameTime;
bool mResetExtents;
}; // end class
/** @} */
/** @} */
} // end namespace
#endif
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