virtualx-engine/main/performance.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

181 lines
7.5 KiB
C++

/*************************************************************************/
/* performance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#include "performance.h"
#include "os/os.h"
#include "servers/visual_server.h"
#include "servers/physics_2d_server.h"
#include "servers/physics_server.h"
#include "message_queue.h"
#include "scene/main/scene_main_loop.h"
Performance *Performance::singleton=NULL;
void Performance::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_monitor","monitor"),&Performance::get_monitor);
BIND_CONSTANT( TIME_FPS );
BIND_CONSTANT( TIME_PROCESS );
BIND_CONSTANT( TIME_FIXED_PROCESS );
BIND_CONSTANT( MEMORY_STATIC );
BIND_CONSTANT( MEMORY_DYNAMIC );
BIND_CONSTANT( MEMORY_STATIC_MAX );
BIND_CONSTANT( MEMORY_DYNAMIC_MAX );
BIND_CONSTANT( MEMORY_MESSAGE_BUFFER_MAX );
BIND_CONSTANT( OBJECT_COUNT );
BIND_CONSTANT( OBJECT_RESOURCE_COUNT );
BIND_CONSTANT( OBJECT_NODE_COUNT );
BIND_CONSTANT( RENDER_OBJECTS_IN_FRAME );
BIND_CONSTANT( RENDER_VERTICES_IN_FRAME );
BIND_CONSTANT( RENDER_MATERIAL_CHANGES_IN_FRAME );
BIND_CONSTANT( RENDER_SHADER_CHANGES_IN_FRAME );
BIND_CONSTANT( RENDER_SURFACE_CHANGES_IN_FRAME );
BIND_CONSTANT( RENDER_DRAW_CALLS_IN_FRAME );
BIND_CONSTANT( RENDER_USAGE_VIDEO_MEM_TOTAL );
BIND_CONSTANT( RENDER_VIDEO_MEM_USED );
BIND_CONSTANT( RENDER_TEXTURE_MEM_USED );
BIND_CONSTANT( RENDER_VERTEX_MEM_USED );
BIND_CONSTANT( PHYSICS_2D_ACTIVE_OBJECTS );
BIND_CONSTANT( PHYSICS_2D_COLLISION_PAIRS );
BIND_CONSTANT( PHYSICS_2D_ISLAND_COUNT );
BIND_CONSTANT( PHYSICS_3D_ACTIVE_OBJECTS );
BIND_CONSTANT( PHYSICS_3D_COLLISION_PAIRS );
BIND_CONSTANT( PHYSICS_3D_ISLAND_COUNT );
BIND_CONSTANT( MONITOR_MAX );
}
String Performance::get_monitor_name(Monitor p_monitor) const {
ERR_FAIL_INDEX_V(p_monitor,MONITOR_MAX,String());
static const char* names[MONITOR_MAX]={
"time/fps",
"time/process",
"time/fixed_process",
"memory/static",
"memory/dynamic",
"memory/static_max",
"memory/dynamic_max",
"memory/msg_buf_max",
"object/objects",
"object/resources",
"object/nodes",
"raster/objects_drawn",
"raster/vertices_drawn",
"raster/mat_changes",
"raster/shader_changes",
"raster/surface_changes",
"raster/draw_calls",
"video/video_mem",
"video/texure_mem",
"video/vertex_mem",
"video/video_mem_max",
"physics_2d/active_objects",
"physics_2d/collision_pairs",
"physics_2d/islands",
"physics_3d/active_objects",
"physics_3d/collision_pairs",
"physics_3d/islands",
};
return names[p_monitor];
}
float Performance::get_monitor(Monitor p_monitor) const {
switch(p_monitor) {
case TIME_FPS: return OS::get_singleton()->get_frames_per_second();
case TIME_PROCESS: return _process_time;
case TIME_FIXED_PROCESS: return _fixed_process_time;
case MEMORY_STATIC: return Memory::get_static_mem_usage();
case MEMORY_DYNAMIC: return Memory::get_dynamic_mem_usage();
case MEMORY_STATIC_MAX: return Memory::get_static_mem_max_usage();
case MEMORY_DYNAMIC_MAX: return Memory::get_dynamic_mem_available();
case MEMORY_MESSAGE_BUFFER_MAX: return MessageQueue::get_singleton()->get_max_buffer_usage();
case OBJECT_COUNT: return ObjectDB::get_object_count();
case OBJECT_RESOURCE_COUNT: return ResourceCache::get_cached_resource_count();
case OBJECT_NODE_COUNT: {
MainLoop *ml = OS::get_singleton()->get_main_loop();
if (!ml)
return 0;
SceneTree *sml = ml->cast_to<SceneTree>();
if (!sml)
return 0;
return sml->get_node_count();
};
case RENDER_OBJECTS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_OBJECTS_IN_FRAME);
case RENDER_VERTICES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_VERTICES_IN_FRAME);
case RENDER_MATERIAL_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);;
case RENDER_SHADER_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);;
case RENDER_SURFACE_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);;
case RENDER_DRAW_CALLS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
case RENDER_VIDEO_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VIDEO_MEM_USED);
case RENDER_TEXTURE_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED);
case RENDER_VERTEX_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VERTEX_MEM_USED);
case RENDER_USAGE_VIDEO_MEM_TOTAL: return VS::get_singleton()->get_render_info(VS::INFO_USAGE_VIDEO_MEM_TOTAL);
case PHYSICS_2D_ACTIVE_OBJECTS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ACTIVE_OBJECTS);
case PHYSICS_2D_COLLISION_PAIRS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_COLLISION_PAIRS);
case PHYSICS_2D_ISLAND_COUNT: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ISLAND_COUNT);
case PHYSICS_3D_ACTIVE_OBJECTS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ACTIVE_OBJECTS);
case PHYSICS_3D_COLLISION_PAIRS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_COLLISION_PAIRS);
case PHYSICS_3D_ISLAND_COUNT: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ISLAND_COUNT);
default: {}
}
return 0;
}
void Performance::set_process_time(float p_pt) {
_process_time=p_pt;
}
void Performance::set_fixed_process_time(float p_pt) {
_fixed_process_time=p_pt;
}
Performance::Performance() {
_process_time=0;
_fixed_process_time=0;
singleton=this;
}