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b6d652367b
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section. This makes it far easier to optimize games to minimize drawcalls.
111 lines
3.8 KiB
C++
111 lines
3.8 KiB
C++
/*************************************************************************/
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/* performance.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef PERFORMANCE_H
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#define PERFORMANCE_H
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#include "core/object.h"
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#define PERF_WARN_OFFLINE_FUNCTION
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#define PERF_WARN_PROCESS_SYNC
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class Performance : public Object {
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GDCLASS(Performance, Object);
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static Performance *singleton;
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static void _bind_methods();
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float _get_node_count() const;
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float _process_time;
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float _physics_process_time;
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public:
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enum Monitor {
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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_MESSAGE_BUFFER_MAX,
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OBJECT_COUNT,
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OBJECT_RESOURCE_COUNT,
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OBJECT_NODE_COUNT,
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OBJECT_ORPHAN_NODE_COUNT,
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RENDER_OBJECTS_IN_FRAME,
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RENDER_VERTICES_IN_FRAME,
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RENDER_MATERIAL_CHANGES_IN_FRAME,
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RENDER_SHADER_CHANGES_IN_FRAME,
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RENDER_SURFACE_CHANGES_IN_FRAME,
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RENDER_DRAW_CALLS_IN_FRAME,
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RENDER_2D_ITEMS_IN_FRAME,
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RENDER_2D_DRAW_CALLS_IN_FRAME,
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RENDER_VIDEO_MEM_USED,
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RENDER_TEXTURE_MEM_USED,
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RENDER_VERTEX_MEM_USED,
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RENDER_USAGE_VIDEO_MEM_TOTAL,
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PHYSICS_2D_ACTIVE_OBJECTS,
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PHYSICS_2D_COLLISION_PAIRS,
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PHYSICS_2D_ISLAND_COUNT,
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PHYSICS_3D_ACTIVE_OBJECTS,
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PHYSICS_3D_COLLISION_PAIRS,
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PHYSICS_3D_ISLAND_COUNT,
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//physics
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AUDIO_OUTPUT_LATENCY,
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MONITOR_MAX
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};
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enum MonitorType {
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MONITOR_TYPE_QUANTITY,
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MONITOR_TYPE_MEMORY,
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MONITOR_TYPE_TIME
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};
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float get_monitor(Monitor p_monitor) const;
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String get_monitor_name(Monitor p_monitor) const;
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MonitorType get_monitor_type(Monitor p_monitor) const;
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void set_process_time(float p_pt);
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void set_physics_process_time(float p_pt);
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static Performance *get_singleton() { return singleton; }
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Performance();
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};
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VARIANT_ENUM_CAST(Performance::Monitor);
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#endif // PERFORMANCE_H
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