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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.Profiler Class

The Profiler class is used to create counters for the engine Performance Profiler. Allows using counters in your code in the following manner:

Source code (C#)
Profiler.Begin("my_counter");
// ...code to profile...
Profiler.End();

Notice
Counters can be nested.

Usage Example#

The following example contains different approaches to creating counters:

  • Two counters are added via the setValue() function: one shows the number of dynamic mesh vertices, the other shows the update time. This approach should be used when you need to show, for example, a value of a setting, the number of objects, and so on.
  • Another two counters are added by using the begin()/end() construction. They shows the time spent for mesh grid modifying and the time spent for mesh normal vectors, tangent vectors and a mesh bounding box calculation. This approach should be used when you need to show time spent for executing a part of the code.

In AppWorldLogic.cs, a dynamic mesh is created and then modified on the engine update. All counters are created on update() too.

Source code (C#)
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
    using Vec3 = Unigine.vec3;
    using Vec4 = Unigine.vec4;
    using Mat4 = Unigine.mat4;
#endif

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{
		// declare variables
		int size = 128;
        ObjectMeshDynamic mesh;

		public override bool init()
		{
			// create a dynamic mesh
            mesh = new ObjectMeshDynamic(ObjectMeshDynamic.DYNAMIC_VERTEX | ObjectMeshDynamic.IMMUTABLE_INDICES);
			// set the mesh settings
            mesh.WorldTransform = MathLib.Translate(new Vec3(0.0f,0.0f,2.0f));
	        mesh.SetMaterial("mesh_base","*");
	
	        // create dynamic mesh vertices
	        for(int y = 0; y < size; y++) {
                for (int x = 0; x < size; x++)
                {
			        mesh.addVertex(new vec3(0));
			        mesh.addTexCoord(new vec4((float)x / size,(float)y / size,0.0f,0.0f));
		        }
	        }
	
	        // create dynamic mesh indices
	        for(int y = 0; y < size - 1; y++) {
		        int offset = size * y;
		        for(int x = 0; x < size - 1; x++) {
			        mesh.addIndex(offset);
			        mesh.addIndex(offset + 1);
			        mesh.addIndex(offset + size);
			        mesh.addIndex(offset + size);
			        mesh.addIndex(offset + 1);
			        mesh.addIndex(offset + size + 1);
			        offset++;
		        }
	        }

			return true;
		}
		
		public override bool update()
		{
            // initialize the graph color
            float[] color = new float [4] {0.0f,0.0f,0.0f,1.0f};
			// add a counter that shows time spent between the previous frame update and the current one
            Profiler.SetValue("Frame update time", "sec", Game.FTime, 1.0f, color);

			float time = Game.Time;
			float isize = 30.0f / size;
			// start the counter that shows the time spent for dymanic mesh grid modifying
			Profiler.Begin("Grid", new vec4(1.0f));
			for(int y = 0; y < size; y++)
            {
                for (int i = 0; i < size; i++)
                {
                    float Y = y * isize - 15.0f;
			        float Z = MathLib.Cos(Y + time);
                    for (int x = 0; x < size; x++)
                    {
                        float X = x * isize - 15.0f;
                        mesh.setVertex(i++, new vec3(X, Y, Z * MathLib.Sin(X + time)));
                    }
                }
            }
			// stop the counter
		    Profiler.End();
			
			// start the counter that shows the time spent for
			// dynamic mesh normal vectors, tangent vectors and a mesh bounding box calculation
            Profiler.Begin("Mesh");
		    mesh.updateBounds();
		    mesh.updateTangents();
		    mesh.flushVertex();
			// stop the counter
		    Profiler.End();
			
			// add the counter that shows the number of dynamic mesh vertices 
			Profiler.SetValue("Num vertices", "", mesh.getNumVertex(), 20000, null);

			return true;
		}
	}
}

Profiler Class

Properties

Gui Gui#

A pointer to the GUI of the engine Performance Profiler.
set
Sets the GUI for the engine Performance Profiler.
set value - A pointer to the GUI class instance.

bool Enabled#

Console: show_profiler
A value indicating if the profiler is enabled.
set
Enables or disables the profiler.
set value - 1 to enable the profiler, 0 to disable it.

string MicroprofileUrl#

The microprofile web server url.

Members


void SetValue ( string name, string units, int value, int max_value, float[] arg5 ) #

Updates settings of the integer counter.
Source code (C#)
// graph color
float[] color = new float [4] {1.0f,1.0f,1.0f,1.0f};
// add a counter without a graph
Profiler.SetValue("Random value 1", "", new Random().Next(0,5), 4, null);
// add a counter with a colored graph
Profiler.SetValue("Random value 2", "", new Random().Next(0,10), 9, color);

Arguments

  • string name - Name of the counter.
  • string units - Counter units.
  • int value - Value of the counter.
  • int max_value - Counter maximum value.
  • float[] arg5 - Color of the graph. Pass NULL if no graph is required.

void SetValue ( string name, string units, float value, float max_value, float[] arg5 ) #

Updates settings of the float counter.
Source code (C#)
// graph color
float[] color = new float [4] {1.0f,1.0f,1.0f,1.0f};

float rvalue = (float)new Random().NextDouble() * 1;
// add a counter without a graph
Profiler.SetValue("Random value 1", "", rvalue, 1.0f, null);
// add a counter with a colored graph
Profiler.SetValue("Random value 2", "", 1 + rvalue, 10.0f, color);

Arguments

  • string name - Name of the counter.
  • string units - Counter units.
  • float value - Value of the counter.
  • float max_value - Counter maximum value.
  • float[] arg5 - Color of the graph. Pass NULL if no graph is required.

float GetValue ( string name ) #

Returns a value of the specified counter.

Arguments

  • string name - The name of the counter.

Return value

Value of the counter in milliseconds.

void Begin ( string name, vec4 color ) #

Starts a counter with a given name and shows a colored graph (if the show_profiler 2 console variable is set). The counter shows user how many millisecods have been spent for the operation that is performed between the begin() and the end() functions.
Source code (C#)
int size = 128;
ObjectMeshDynamic mesh;
// ... 
float time = Game.Time;		
float isize = 30.0f / size;
// start the counter that shows the time spent for dymanic mesh grid modifying
Profiler.Begin("grid", new vec4(1.0f));
// modify a mesh grid
for(int y = 0; y < size; y++)
{
	for (int i = 0; i < size; i++)
	{
		float Y = y * isize - 15.0f;
		float Z = MathLib.Cos(Y + time);
		for (int x = 0; x < size; x++)
		{
			float X = x * isize - 15.0f;
			mesh.setVertex(i++, new vec3(X, Y, Z * MathLib.Sin(X + time)));
		}
	}
}
// stop the counter
Profiler.end();

Arguments

  • string name - Name of the counter.
  • vec4 color - Color of the graph.

void Begin ( string name ) #

Starts a counter with a given name. The counter shows user how many millisecods have been spent for the operation that is performed between the begin() and the end() functions.
Source code (C#)
ObjectMeshDynamic mesh;
// ...
// start the counter that shows the time spent for 
// dynamic mesh normal vectors, tangent vectors and a mesh bounding box calculation 
 Profiler.begin("mesh");
mesh.updateBounds();
mesh.updateTangents();
mesh.flushVertex();
// stop the counter
Profiler.End();

Arguments

  • string name - Name of the counter.

float End ( ) #

Stops the last activated counter and returns its value.

Return value

Value of the counter in milliseconds.

int BeginMicro ( string name, bool gpu = 0 ) #

Starts a counter with a given name in the Microprofile only, without overloading the Performance Profiler layout. The counter shows user how many millisecods have been spent for the operation that is performed between the beginMicro() and the endMicro() functions.
Notice
Each counter has an ID. Thus, several nested beginMicro() / endMicro() blocks can be created, which can't be done in the Performance Profiler.
Source code (C#)
ObjectMeshDynamic mesh;
// ...
// start the counter that shows the time spent for 
// dynamic mesh normal vectors, tangent vectors and a mesh bounding box calculation, with a nested counter for tangent vectors only
int c_id = Profiler.BeginMicro("mesh");
mesh.updateBounds();
int c_nested_id = Profiler.BeginMicro("mesh_tangents");
mesh.updateTangents();
Profiler.EndMicro(c_nested_id);
mesh.flushVertex();
// stop the counter
Profiler.EndMicro(c_id);

Arguments

  • string name - Name of the counter.
  • bool gpu - Use 1 for a GPU counter, or 0 - for a CPU one. The default value is 0.

Return value

ID of the new added counter.

void EndMicro ( int id ) #

Stops a previously activated Microprofile counter with the specified ID.

Arguments

  • int id - Microoprofile counter ID.
Last update: 2021-04-29
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