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225 lines
8.9 KiB
C++
225 lines
8.9 KiB
C++
/*************************************************************************/
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/* performance.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "performance.h"
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#include "core/message_queue.h"
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#include "core/os/os.h"
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#include "scene/main/node.h"
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#include "scene/main/scene_tree.h"
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#include "servers/audio_server.h"
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#include "servers/physics_2d_server.h"
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#include "servers/physics_server.h"
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#include "servers/visual_server.h"
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Performance *Performance::singleton = NULL;
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void Performance::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_monitor", "monitor"), &Performance::get_monitor);
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BIND_ENUM_CONSTANT(TIME_FPS);
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BIND_ENUM_CONSTANT(TIME_PROCESS);
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BIND_ENUM_CONSTANT(TIME_PHYSICS_PROCESS);
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BIND_ENUM_CONSTANT(MEMORY_STATIC);
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BIND_ENUM_CONSTANT(MEMORY_DYNAMIC);
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BIND_ENUM_CONSTANT(MEMORY_STATIC_MAX);
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BIND_ENUM_CONSTANT(MEMORY_DYNAMIC_MAX);
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BIND_ENUM_CONSTANT(MEMORY_MESSAGE_BUFFER_MAX);
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BIND_ENUM_CONSTANT(OBJECT_COUNT);
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BIND_ENUM_CONSTANT(OBJECT_RESOURCE_COUNT);
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BIND_ENUM_CONSTANT(OBJECT_NODE_COUNT);
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BIND_ENUM_CONSTANT(OBJECT_ORPHAN_NODE_COUNT);
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BIND_ENUM_CONSTANT(RENDER_OBJECTS_IN_FRAME);
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BIND_ENUM_CONSTANT(RENDER_VERTICES_IN_FRAME);
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BIND_ENUM_CONSTANT(RENDER_MATERIAL_CHANGES_IN_FRAME);
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BIND_ENUM_CONSTANT(RENDER_SHADER_CHANGES_IN_FRAME);
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BIND_ENUM_CONSTANT(RENDER_SURFACE_CHANGES_IN_FRAME);
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BIND_ENUM_CONSTANT(RENDER_DRAW_CALLS_IN_FRAME);
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BIND_ENUM_CONSTANT(RENDER_VIDEO_MEM_USED);
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BIND_ENUM_CONSTANT(RENDER_TEXTURE_MEM_USED);
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BIND_ENUM_CONSTANT(RENDER_VERTEX_MEM_USED);
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BIND_ENUM_CONSTANT(RENDER_USAGE_VIDEO_MEM_TOTAL);
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BIND_ENUM_CONSTANT(PHYSICS_2D_ACTIVE_OBJECTS);
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BIND_ENUM_CONSTANT(PHYSICS_2D_COLLISION_PAIRS);
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BIND_ENUM_CONSTANT(PHYSICS_2D_ISLAND_COUNT);
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BIND_ENUM_CONSTANT(PHYSICS_3D_ACTIVE_OBJECTS);
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BIND_ENUM_CONSTANT(PHYSICS_3D_COLLISION_PAIRS);
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BIND_ENUM_CONSTANT(PHYSICS_3D_ISLAND_COUNT);
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BIND_ENUM_CONSTANT(AUDIO_OUTPUT_LATENCY);
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BIND_ENUM_CONSTANT(MONITOR_MAX);
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}
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float Performance::_get_node_count() const {
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MainLoop *ml = OS::get_singleton()->get_main_loop();
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SceneTree *sml = Object::cast_to<SceneTree>(ml);
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if (!sml)
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return 0;
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return sml->get_node_count();
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}
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String Performance::get_monitor_name(Monitor p_monitor) const {
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ERR_FAIL_INDEX_V(p_monitor, MONITOR_MAX, String());
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static const char *names[MONITOR_MAX] = {
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"time/fps",
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"time/process",
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"time/physics_process",
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"memory/static",
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"memory/dynamic",
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"memory/static_max",
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"memory/dynamic_max",
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"memory/msg_buf_max",
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"object/objects",
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"object/resources",
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"object/nodes",
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"object/orphan_nodes",
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"raster/objects_drawn",
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"raster/vertices_drawn",
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"raster/mat_changes",
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"raster/shader_changes",
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"raster/surface_changes",
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"raster/draw_calls",
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"video/video_mem",
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"video/texture_mem",
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"video/vertex_mem",
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"video/video_mem_max",
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"physics_2d/active_objects",
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"physics_2d/collision_pairs",
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"physics_2d/islands",
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"physics_3d/active_objects",
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"physics_3d/collision_pairs",
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"physics_3d/islands",
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"audio/output_latency",
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};
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return names[p_monitor];
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}
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float Performance::get_monitor(Monitor p_monitor) const {
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switch (p_monitor) {
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case TIME_FPS: return Engine::get_singleton()->get_frames_per_second();
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case TIME_PROCESS: return _process_time;
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case TIME_PHYSICS_PROCESS: return _physics_process_time;
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case MEMORY_STATIC: return Memory::get_mem_usage();
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case MEMORY_DYNAMIC: return MemoryPool::total_memory;
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case MEMORY_STATIC_MAX: return Memory::get_mem_max_usage();
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case MEMORY_DYNAMIC_MAX: return MemoryPool::max_memory;
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case MEMORY_MESSAGE_BUFFER_MAX: return MessageQueue::get_singleton()->get_max_buffer_usage();
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case OBJECT_COUNT: return ObjectDB::get_object_count();
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case OBJECT_RESOURCE_COUNT: return ResourceCache::get_cached_resource_count();
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case OBJECT_NODE_COUNT: return _get_node_count();
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case OBJECT_ORPHAN_NODE_COUNT: return Node::orphan_node_count;
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case RENDER_OBJECTS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_OBJECTS_IN_FRAME);
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case RENDER_VERTICES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_VERTICES_IN_FRAME);
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case RENDER_MATERIAL_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
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case RENDER_SHADER_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
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case RENDER_SURFACE_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
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case RENDER_DRAW_CALLS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
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case RENDER_VIDEO_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VIDEO_MEM_USED);
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case RENDER_TEXTURE_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED);
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case RENDER_VERTEX_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VERTEX_MEM_USED);
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case RENDER_USAGE_VIDEO_MEM_TOTAL: return VS::get_singleton()->get_render_info(VS::INFO_USAGE_VIDEO_MEM_TOTAL);
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case PHYSICS_2D_ACTIVE_OBJECTS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ACTIVE_OBJECTS);
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case PHYSICS_2D_COLLISION_PAIRS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_COLLISION_PAIRS);
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case PHYSICS_2D_ISLAND_COUNT: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ISLAND_COUNT);
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case PHYSICS_3D_ACTIVE_OBJECTS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ACTIVE_OBJECTS);
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case PHYSICS_3D_COLLISION_PAIRS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_COLLISION_PAIRS);
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case PHYSICS_3D_ISLAND_COUNT: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ISLAND_COUNT);
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case AUDIO_OUTPUT_LATENCY: return AudioServer::get_singleton()->get_output_latency();
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default: {
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}
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}
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return 0;
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}
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Performance::MonitorType Performance::get_monitor_type(Monitor p_monitor) const {
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ERR_FAIL_INDEX_V(p_monitor, MONITOR_MAX, MONITOR_TYPE_QUANTITY);
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// ugly
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static const MonitorType types[MONITOR_MAX] = {
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_TIME,
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MONITOR_TYPE_TIME,
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MONITOR_TYPE_MEMORY,
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MONITOR_TYPE_MEMORY,
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MONITOR_TYPE_MEMORY,
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MONITOR_TYPE_MEMORY,
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MONITOR_TYPE_MEMORY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_MEMORY,
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MONITOR_TYPE_MEMORY,
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MONITOR_TYPE_MEMORY,
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MONITOR_TYPE_MEMORY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_TIME,
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};
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return types[p_monitor];
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}
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void Performance::set_process_time(float p_pt) {
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_process_time = p_pt;
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}
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void Performance::set_physics_process_time(float p_pt) {
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_physics_process_time = p_pt;
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}
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Performance::Performance() {
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_process_time = 0;
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_physics_process_time = 0;
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singleton = this;
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}
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