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:
Profiler.Begin("my_counter");
// ...code to profile...
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.
A dynamic mesh is created in Init and then modified on the engine update. All counters are created in Update(), too.
using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;
#region Math Variables
#if UNIGINE_DOUBLE
using Scalar = System.Double;
using Vec3 = Unigine.dvec3;
#else
using Scalar = System.Single;
using Vec3 = Unigine.vec3;
#endif
#endregion
[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class ProfilerClass : Component
{
// declare variables
int size = 128;
ObjectMeshDynamic mesh;
private void Init()
{
// create a dynamic mesh
mesh = new ObjectMeshDynamic(ObjectMeshDynamic.USAGE_DYNAMIC_VERTEX | ObjectMeshDynamic.USAGE_IMMUTABLE_INDICES);
// set the mesh settings
mesh.WorldTransform = MathLib.Translate(new 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(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++;
}
}
}
private void Update()
{
// initialize the graph color
float[] color = new float [4] {1.0f,1.0f,1.0f,1.0f};
// add a counter that shows time spent between the previous frame update and the current one
Profiler.SetValue("Frame update time", "s", Game.Time, 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.NumVertex, 20000, null);
}
}
See Also#
- Example of profiling the application logic
Profiler Class
Properties
Gui Gui#
The GUI of the engine Performance Profiler.
bool Enabled#
The value indicating if the profiler is enabled.
string MicroprofileUrl#
The microprofile web server url.
int NumCounters#
The total number of the profiler counters.
Members
void SetValue ( string name, string units, int value, int max_value, float[] OUT_arg5 ) #
Updates settings of the integer counter.// initialize the 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 System.Random().Next(0,5), 4, null);
// add a counter with a colored graph
Profiler.SetValue("Random value 2", "", new System.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[]
OUT_arg5 - Color of the graph. Pass NULL if no graph is required.This output buffer is to be filled by the Engine as a result of executing the method.
void SetValue ( string name, string units, float value, float max_value, float[] OUT_arg5 ) #
Updates settings of the float counter.// initialize the graph color
float[] color = new float [4] {1.0f,1.0f,1.0f,1.0f};
float rvalue = (float)new System.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[]
OUT_arg5 - Color of the graph. Pass NULL if no graph is required.This output buffer is to be filled by the Engine as a result of executing the method.
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 1 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.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));
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.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.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 = 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 - true for the GPU counter; false — for the CPU counter. The default value is false.
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 - Microprofile counter ID.
int FindCounter ( string name ) #
Returns the counter number by its name.Arguments
- string name - Name of the counter.
Return value
Counter number in range from 0 to the total number of counters.string GetCounterName ( int num ) #
Returns the counter name by its number.Arguments
- int num - Counter number in range from 0 to the total number of counters.
Return value
Name of the counter.string GetCounterText ( int num ) #
Returns the text of the specified counter.Arguments
- int num - Counter number in range from 0 to the total number of counters.
Return value
Text of the counter.vec4 GetCounterColor ( int num ) #
Returns the color of the specified counter.Arguments
- int num - Counter number in range from 0 to the total number of counters.
Return value
Color of the counter.float GetCounterValue ( int num ) #
Returns the value of the specified counter.Arguments
- int num - Counter number in range from 0 to the total number of counters.
Return value
Value of the counter.long GetCounterFrame ( int num ) #
Returns the frame of the specified counter.Arguments
- int num - Counter number in range from 0 to the total number of counters.
Return value
Frame of the counter.bool IsCounterActive ( int num ) #
Returns the value indicating if the specified counter is active.Arguments
- int num - Counter number in range from 0 to the total number of counters.
Return value
true if the counter is active; otherwise false.bool IsCounterSeparator ( int num ) #
Returns the value indicating if a separator is placed after the specified counter.Arguments
- int num - Counter number in range from 0 to the total number of counters.
Return value
true if the separator is placed; otherwise false.Last update:
2024-11-01
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