engine.profiler Functions
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
The Profiler class is used to create counters for the engine Performance Profiler. Allows using counters in your code in the following manner:
engine.profiler.begin("my_counter");
// ...code to profile...
engine.profiler.end();
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 show 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 the code below, a dynamic mesh is created and then modified on the engine update. All counters are created in update() too.
#include <core/unigine.h>
// declare variables
int size = 128;
ObjectMeshDynamic mesh;
int init() {
// create a dynamic mesh and remove script ownership
mesh = new ObjectMeshDynamic(OBJECT_DYNAMIC_VERTEX | OBJECT_IMMUTABLE_INDICES);
// set the mesh settings
mesh.setWorldTransform(translate(Vec3(0.0f,0.0f,2.0f)));
// create dynamic mesh vertices
for(int y = 0; y < size; y++) {
for(int x = 0; x < size; x++) {
mesh.addVertex(vec3_zero);
mesh.addTexCoord(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 1;
}
int update() {
// add a counter that shows the number of dynamic mesh vertices
engine.profiler.setValue("Num Vertices", "", mesh.getNumVertex());
// add a counter that shows engine update phase duration
engine.profiler.setValue("Update time", "ms", engine.getUpdateTime(),1.0f,vec4(1.0f));
float time = engine.game.getTime();
float isize = 30.0f / size;
// start the counter that shows the time spent for dymanic mesh grid modifying
engine.profiler.begin("grid",vec4(1.0f));
forloop(int y = 0, i = 0; size) {
float Y = y * isize - 15.0f;
float Z = cos(Y + time);
forloop(int x = 0; size) {
float X = x * isize - 15.0f;
mesh.setVertex(i++,vec3(X,Y,Z * sin(X + time)));
}
}
// stop the counter
engine.profiler.end();
// start the counter that shows the time spent for
// dynamic mesh normal vectors, tangent vectors and a mesh bounding box calculation
engine.profiler.begin("mesh");
mesh.updateBounds();
mesh.updateTangents();
mesh.flushVertex();
// stop the counter
engine.profiler.end();
return 1;
}
See Also#
Profiler Class
Members
void engine.profiler.setEnabled ( int enabled ) #
Console: show_profiler
Enables or disables the profiler.Arguments
- int enabled - 1 to enable the profiler, 0 to disable it.
int engine.profiler.isEnabled ( ) #
Console: show_profiler
Returns a value indicating if the profiler is enabled.Return value
1 if the profiler is enabled; otherwise, 0.float engine.profiler.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 engine.profiler.begin ( ) #
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 engine.profiler.begin() and the engine.profiler.end() functions.int size = 128;
ObjectMeshDynamic mesh;
// ...
float time = engine.game.getTime();
// start the counter that shows the time spent for dymanic mesh grid calculation
engine.profiler.begin("grid",vec4(1.0f));
// modify a mesh grid
forloop(int y = 0, i = 0; size) {
float Y = y * isize - 15.0f;
float Z = cos(Y + time);
forloop(int x = 0; size) {
float X = x * isize - 15.0f;
mesh.setVertex(i++,vec3(X,Y,Z * sin(X + time)));
}
}
// stop the counter
engine.profiler.end();
Arguments
void engine.profiler.begin ( ) #
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 engine.profiler.begin() and the engine.profiler.end() functions.ObjectMeshDynamic mesh;
// ...
// start the counter that shows the time spent for
// dynamic mesh normal vectors, tangent vectors and a mesh bounding box calculation
engine.profiler.begin("mesh");
mesh.updateBounds();
mesh.updateTangents();
mesh.flushVertex();
// stop the counter
engine.profiler.end();
Arguments
float engine.profiler.end ( ) #
Stops the last activated counter and returns its value.Return value
Value of the counter in milliseconds.string engine.profiler.getMicroprofileUrl ( ) #
Returns the microprofile web server url.Return value
Microprofile web server url represented in the following way:http://localhost:p/, where p is the local port.
Gui engine.profiler.getGui ( ) #
Returns a pointer to the GUI of the engine Performance Profiler.Return value
Pointer to the GUI.void engine.profiler.setGui ( Gui gui ) #
Sets the GUI for the engine Performance Profiler.Arguments
- Gui gui - Pointer to the GUI class instance.
int engine.profiler.beginMicro ( string name, int 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 engine.profiler.beginMicro() and the engine.profiler.endMicro() functions.Each counter has an ID. Thus, several nested beginMicro() / endMicro() blocks can be created, which can't be done in the Performance Profiler.
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 = engine.profiler.beginMicro("mesh");
mesh.updateBounds();
int c_nested_id = engine.profiler.beginMicro("mesh_tangents");
mesh.updateTangents();
engine.profiler.endMicro(c_nested_id);
mesh.flushVertex();
// stop the counter
engine.profiler.endMicro(c_id);
Arguments
- string name - Name of the counter.
- int gpu - Use 1 for the GPU counter, or 0 — for the CPU counter. The default value is 0.
Return value
ID of the new added counter.void engine.profiler.endMicro ( int id ) #
Stops a previously activated Microprofile counter with the specified ID.Arguments
- int id - Microprofile counter ID.
Last update:
2022-12-14
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