virtualx-engine/main/performance.h

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/*************************************************************************/
/* performance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef PERFORMANCE_H
#define PERFORMANCE_H
#include "core/object.h"
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#define PERF_WARN_OFFLINE_FUNCTION
#define PERF_WARN_PROCESS_SYNC
class Performance : public Object {
GDCLASS(Performance, Object);
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static Performance *singleton;
static void _bind_methods();
float _get_node_count() const;
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float _process_time;
float _physics_process_time;
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public:
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enum Monitor {
TIME_FPS,
TIME_PROCESS,
TIME_PHYSICS_PROCESS,
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MEMORY_STATIC,
MEMORY_DYNAMIC,
MEMORY_STATIC_MAX,
MEMORY_DYNAMIC_MAX,
MEMORY_MESSAGE_BUFFER_MAX,
OBJECT_COUNT,
OBJECT_RESOURCE_COUNT,
OBJECT_NODE_COUNT,
OBJECT_ORPHAN_NODE_COUNT,
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RENDER_OBJECTS_IN_FRAME,
RENDER_VERTICES_IN_FRAME,
RENDER_MATERIAL_CHANGES_IN_FRAME,
RENDER_SHADER_CHANGES_IN_FRAME,
RENDER_SURFACE_CHANGES_IN_FRAME,
RENDER_DRAW_CALLS_IN_FRAME,
RENDER_2D_ITEMS_IN_FRAME,
RENDER_2D_DRAW_CALLS_IN_FRAME,
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RENDER_VIDEO_MEM_USED,
RENDER_TEXTURE_MEM_USED,
RENDER_VERTEX_MEM_USED,
RENDER_USAGE_VIDEO_MEM_TOTAL,
PHYSICS_2D_ACTIVE_OBJECTS,
PHYSICS_2D_COLLISION_PAIRS,
PHYSICS_2D_ISLAND_COUNT,
PHYSICS_3D_ACTIVE_OBJECTS,
PHYSICS_3D_COLLISION_PAIRS,
PHYSICS_3D_ISLAND_COUNT,
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//physics
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AUDIO_OUTPUT_LATENCY,
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MONITOR_MAX
};
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enum MonitorType {
MONITOR_TYPE_QUANTITY,
MONITOR_TYPE_MEMORY,
MONITOR_TYPE_TIME
};
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float get_monitor(Monitor p_monitor) const;
String get_monitor_name(Monitor p_monitor) const;
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MonitorType get_monitor_type(Monitor p_monitor) const;
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void set_process_time(float p_pt);
void set_physics_process_time(float p_pt);
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static Performance *get_singleton() { return singleton; }
Performance();
};
VARIANT_ENUM_CAST(Performance::Monitor);
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#endif // PERFORMANCE_H