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-=-=-=-=-=-=-=-=-=-=-=-=-=- *YOUR SOURCE MIGHT NOT WORK* For mor information on fix: https://github.com/okamstudio/godot/wiki/devel_scene_tree Other stuff: -Shower of bullets demo -Fixes all around
182 lines
7.5 KiB
C++
182 lines
7.5 KiB
C++
/*************************************************************************/
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/* performance.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "performance.h"
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#include "os/os.h"
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#include "servers/visual_server.h"
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#include "servers/physics_2d_server.h"
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#include "servers/physics_server.h"
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#include "message_queue.h"
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#include "scene/main/scene_main_loop.h"
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Performance *Performance::singleton=NULL;
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void Performance::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("get_monitor","monitor"),&Performance::get_monitor);
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BIND_CONSTANT( TIME_FPS );
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BIND_CONSTANT( TIME_PROCESS );
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BIND_CONSTANT( TIME_FIXED_PROCESS );
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BIND_CONSTANT( MEMORY_STATIC );
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BIND_CONSTANT( MEMORY_DYNAMIC );
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BIND_CONSTANT( MEMORY_STATIC_MAX );
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BIND_CONSTANT( MEMORY_DYNAMIC_MAX );
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BIND_CONSTANT( MEMORY_MESSAGE_BUFFER_MAX );
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BIND_CONSTANT( OBJECT_COUNT );
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BIND_CONSTANT( OBJECT_RESOURCE_COUNT );
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BIND_CONSTANT( OBJECT_NODE_COUNT );
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BIND_CONSTANT( RENDER_OBJECTS_IN_FRAME );
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BIND_CONSTANT( RENDER_VERTICES_IN_FRAME );
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BIND_CONSTANT( RENDER_MATERIAL_CHANGES_IN_FRAME );
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BIND_CONSTANT( RENDER_SHADER_CHANGES_IN_FRAME );
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BIND_CONSTANT( RENDER_SURFACE_CHANGES_IN_FRAME );
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BIND_CONSTANT( RENDER_DRAW_CALLS_IN_FRAME );
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BIND_CONSTANT( RENDER_USAGE_VIDEO_MEM_TOTAL );
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BIND_CONSTANT( RENDER_VIDEO_MEM_USED );
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BIND_CONSTANT( RENDER_TEXTURE_MEM_USED );
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BIND_CONSTANT( RENDER_VERTEX_MEM_USED );
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BIND_CONSTANT( PHYSICS_2D_ACTIVE_OBJECTS );
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BIND_CONSTANT( PHYSICS_2D_COLLISION_PAIRS );
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BIND_CONSTANT( PHYSICS_2D_ISLAND_COUNT );
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BIND_CONSTANT( PHYSICS_3D_ACTIVE_OBJECTS );
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BIND_CONSTANT( PHYSICS_3D_COLLISION_PAIRS );
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BIND_CONSTANT( PHYSICS_3D_ISLAND_COUNT );
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BIND_CONSTANT( MONITOR_MAX );
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}
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String Performance::get_monitor_name(Monitor p_monitor) const {
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ERR_FAIL_INDEX_V(p_monitor,MONITOR_MAX,String());
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static const char* names[MONITOR_MAX]={
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"time/fps",
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"time/process",
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"time/fixed_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/msg_buf_max",
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"object/objects",
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"object/resources",
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"object/nodes",
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"raster/objects_drawn",
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"raster/vertices_drawn",
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"raster/mat_changes",
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"raster/shader_changes",
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"raster/surface_changes",
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"raster/draw_calls",
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"video/video_mem",
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"video/texure_mem",
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"video/vertex_mem",
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"video/video_mem_max",
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"physics_2d/active_objects",
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"physics_2d/collision_pairs",
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"physics_2d/islands",
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"physics_3d/active_objects",
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"physics_3d/collision_pairs",
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"physics_3d/islands",
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};
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return names[p_monitor];
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}
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float Performance::get_monitor(Monitor p_monitor) const {
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switch(p_monitor) {
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case TIME_FPS: return OS::get_singleton()->get_frames_per_second();
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case TIME_PROCESS: return _process_time;
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case TIME_FIXED_PROCESS: return _fixed_process_time;
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case MEMORY_STATIC: return Memory::get_static_mem_usage();
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case MEMORY_DYNAMIC: return Memory::get_dynamic_mem_usage();
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case MEMORY_STATIC_MAX: return Memory::get_static_mem_max_usage();
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case MEMORY_DYNAMIC_MAX: return Memory::get_dynamic_mem_available();
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case MEMORY_MESSAGE_BUFFER_MAX: return MessageQueue::get_singleton()->get_max_buffer_usage();
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case OBJECT_COUNT: return ObjectDB::get_object_count();
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case OBJECT_RESOURCE_COUNT: return ResourceCache::get_cached_resource_count();
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case OBJECT_NODE_COUNT: {
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MainLoop *ml = OS::get_singleton()->get_main_loop();
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if (!ml)
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return 0;
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SceneTree *sml = ml->cast_to<SceneTree>();
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if (!sml)
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return 0;
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return sml->get_node_count();
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};
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case RENDER_OBJECTS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_OBJECTS_IN_FRAME);
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case RENDER_VERTICES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_VERTICES_IN_FRAME);
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case RENDER_MATERIAL_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);;
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case RENDER_SHADER_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);;
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case RENDER_SURFACE_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);;
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case RENDER_DRAW_CALLS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
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case RENDER_VIDEO_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VIDEO_MEM_USED);
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case RENDER_TEXTURE_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED);
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case RENDER_VERTEX_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VERTEX_MEM_USED);
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case RENDER_USAGE_VIDEO_MEM_TOTAL: return VS::get_singleton()->get_render_info(VS::INFO_USAGE_VIDEO_MEM_TOTAL);
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case PHYSICS_2D_ACTIVE_OBJECTS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ACTIVE_OBJECTS);
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case PHYSICS_2D_COLLISION_PAIRS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_COLLISION_PAIRS);
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case PHYSICS_2D_ISLAND_COUNT: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ISLAND_COUNT);
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case PHYSICS_3D_ACTIVE_OBJECTS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ACTIVE_OBJECTS);
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case PHYSICS_3D_COLLISION_PAIRS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_COLLISION_PAIRS);
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case PHYSICS_3D_ISLAND_COUNT: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ISLAND_COUNT);
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default: {}
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}
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return 0;
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}
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void Performance::set_process_time(float p_pt) {
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_process_time=p_pt;
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}
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void Performance::set_fixed_process_time(float p_pt) {
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_fixed_process_time=p_pt;
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}
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Performance::Performance() {
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_process_time=0;
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_fixed_process_time=0;
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singleton=this;
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}
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