Unigine::Profiler Class
Header: | #include <UnigineProfiler.h> |
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.
AppWorldLogic.h contains declaration of the required variables.
#include <UnigineLogic.h>
#include <UnigineStreams.h>
#include <UnigineObjects.h>
class AppWorldLogic : public Unigine::WorldLogic {
public:
AppWorldLogic();
virtual ~AppWorldLogic();
virtual int init();
virtual int update();
virtual int postUpdate();
virtual int updatePhysics();
virtual int shutdown();
virtual int save(const Unigine::StreamPtr &stream);
virtual int restore(const Unigine::StreamPtr &stream);
private:
// declare variables
int size = 128;
Unigine::ObjectMeshDynamicPtr mesh;
};
In AppWorldLogic.cpp, a dynamic mesh is created and then modified on the engine update. All counters are created in update() too.
#include "AppWorldLogic.h"
#include <UnigineProfiler.h>
#include <UnigineEditor.h>
#include <UnigineGame.h>
using namespace Unigine;
int AppWorldLogic::init() {
// create a dynamic mesh
mesh = ObjectMeshDynamic::create(ObjectMeshDynamic::DYNAMIC_VERTEX | ObjectMeshDynamic::IMMUTABLE_INDICES);
// set the mesh settings
mesh->setWorldTransform(Math::translate(Math::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(Math::vec3(0.0f));
mesh->addTexCoord(Math::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 AppWorldLogic::update() {
// add a counter that shows engine update phase duration
Profiler::setValue("Update time", "ms", Engine::get()->getUpdateTime(), (float)NULL, Math::vec4(0.0f, 0.0f, 0.0f, 1.0f));
float time = Game::getTime();
float isize = 30.0f / size;
// start the counter that shows the time spent for dymanic mesh grid modifying
Profiler::begin("Grid", Math::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 = Math::cos(Y + time);
for (int x = 0; x < size; x++)
{
float X = x * isize - 15.0f;
mesh->setVertex(i++, Math::vec3(X, Y, Z * Math::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(),NULL,NULL);
return 1;
}
Profiler Class
Members
void setEnabled ( bool enabled ) #
Console: show_profiler
Enables or disables the profiler.Arguments
- bool enabled - 1 to enable the profiler, 0 to disable it.
bool isEnabled ( ) const#
Console: show_profiler
Returns a value indicating if the profiler is enabled.Return value
1 if the profiler is enabled; otherwise, 0.void setValue ( const char * name, const char * units, int value, int max_value, float * arg5 ) #
Updates settings of the integer counter.// add a counter without a graph
Profiler::setValue("Random value 1", "", rand() % 5, 4, NULL);
// add a counter with a colored graph
Profiler::setValue("Random value 2", "", rand() % 10, 9, Math::vec4(1.0f));
Arguments
- const char * name - Name of the counter.
- const char * 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 ( const char * name, const char * units, float value, float max_value, float * arg5 ) #
Updates settings of the float counter.float rvalue1 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
float rvalue2 = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
// add a counter without a graph
Profiler::setValue("Random value 1", "", rvalue1, 1.0f, NULL);
// add a counter with a colored graph
Profiler::setValue("Random value 2", "", 1 + rvalue2, 10.0f, Math::vec4(1.0f));
Arguments
- const char * name - Name of the counter.
- const char * 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 ( const char * name ) const#
Returns a value of the specified counter.Arguments
- const char * name - The name of the counter.
Return value
Value of the counter in milliseconds.void begin ( const char * name, const Math::vec4 & color ) const#
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.int size = 128;
Unigine::ObjectMeshDynamicPtr mesh;
float time = Game::getTime();
float isize = 30.0f / size;
// start the counter that shows the time spent for dymanic mesh grid modifying
Profiler::begin("grid", Math::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 = Math::cos(Y + time);
for (int x = 0; x < size; x++)
{
float X = x * isize - 15.0f;
mesh->setVertex(i++, Math::vec3(X, Y, Z * Math::sin(X + time)));
}
}
}
// stop the counter
Profiler::end();
Arguments
- const char * name - Name of the counter.
- const Math::vec4 & color - Color of the graph.
void begin ( const char * name ) const#
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.ObjectMeshDynamicPtr 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
- const char * name - Name of the counter.
float end ( ) const#
Stops the last activated counter and returns its value.Return value
Value of the counter in milliseconds.const char * getMicroprofileUrl ( ) const#
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.
Ptr<Gui> getGui ( ) const#
Returns a pointer to the GUI of the engine Performance Profiler.Return value
Pointer to the GUI.void setGui ( const Ptr<Gui> & gui ) #
Sets the GUI for the engine Performance Profiler.Arguments
int beginMicro ( const char * name, bool gpu = 0 ) const#
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.
ObjectMeshDynamicPtr 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
- const char * name - Name of the counter.
- bool 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 endMicro ( int id ) const#
Stops a previously activated Microprofile counter with the specified ID.Arguments
- int id - Microoprofile counter ID.
Last update:
11.04.2022
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