mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-15 06:00:12 +00:00
431 lines
14 KiB
C++
431 lines
14 KiB
C++
/*
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Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/*
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***************************************************************************************************
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**
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** profile.cpp
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**
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** Real-Time Hierarchical Profiling for Game Programming Gems 3
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**
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** by Greg Hjelstrom & Byon Garrabrant
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**
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***************************************************************************************************/
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// Credits: The Clock class was inspired by the Timer classes in
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// Ogre (www.ogre3d.org).
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#include "Bullet3Common/b3MinMax.h"
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#include "b3Quickprof.h"
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#ifndef B3_NO_PROFILE
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static b3Clock b3s_profileClock;
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inline void b3Profile_Get_Ticks(unsigned long int * ticks)
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{
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*ticks = b3s_profileClock.getTimeMicroseconds();
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}
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inline float b3Profile_Get_Tick_Rate(void)
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{
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// return 1000000.f;
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return 1000.f;
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}
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/***************************************************************************************************
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**
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** b3ProfileNode
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**
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***************************************************************************************************/
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/***********************************************************************************************
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* INPUT: *
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* name - pointer to a static string which is the name of this profile node *
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* parent - parent pointer *
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* *
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* WARNINGS: *
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* The name is assumed to be a static pointer, only the pointer is stored and compared for *
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* efficiency reasons. *
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*=============================================================================================*/
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b3ProfileNode::b3ProfileNode( const char * name, b3ProfileNode * parent ) :
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Name( name ),
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TotalCalls( 0 ),
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TotalTime( 0 ),
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StartTime( 0 ),
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RecursionCounter( 0 ),
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Parent( parent ),
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Child( NULL ),
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Sibling( NULL ),
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m_userPtr(0)
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{
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Reset();
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}
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void b3ProfileNode::CleanupMemory()
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{
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delete ( Child);
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Child = NULL;
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delete ( Sibling);
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Sibling = NULL;
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}
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b3ProfileNode::~b3ProfileNode( void )
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{
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delete ( Child);
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delete ( Sibling);
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}
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/***********************************************************************************************
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* INPUT: *
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* name - static string pointer to the name of the node we are searching for *
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* *
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* WARNINGS: *
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* All profile names are assumed to be static strings so this function uses pointer compares *
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* to find the named node. *
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*=============================================================================================*/
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b3ProfileNode * b3ProfileNode::Get_Sub_Node( const char * name )
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{
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// Try to find this sub node
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b3ProfileNode * child = Child;
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while ( child ) {
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if ( child->Name == name ) {
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return child;
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}
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child = child->Sibling;
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}
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// We didn't find it, so add it
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b3ProfileNode * node = new b3ProfileNode( name, this );
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node->Sibling = Child;
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Child = node;
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return node;
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}
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void b3ProfileNode::Reset( void )
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{
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TotalCalls = 0;
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TotalTime = 0.0f;
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if ( Child ) {
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Child->Reset();
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}
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if ( Sibling ) {
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Sibling->Reset();
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}
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}
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void b3ProfileNode::Call( void )
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{
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TotalCalls++;
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if (RecursionCounter++ == 0) {
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b3Profile_Get_Ticks(&StartTime);
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}
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}
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bool b3ProfileNode::Return( void )
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{
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if ( --RecursionCounter == 0 && TotalCalls != 0 ) {
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unsigned long int time;
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b3Profile_Get_Ticks(&time);
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time-=StartTime;
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TotalTime += (float)time / b3Profile_Get_Tick_Rate();
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}
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return ( RecursionCounter == 0 );
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}
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/***************************************************************************************************
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**
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** b3ProfileIterator
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**
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***************************************************************************************************/
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b3ProfileIterator::b3ProfileIterator( b3ProfileNode * start )
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{
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CurrentParent = start;
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CurrentChild = CurrentParent->Get_Child();
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}
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void b3ProfileIterator::First(void)
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{
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CurrentChild = CurrentParent->Get_Child();
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}
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void b3ProfileIterator::Next(void)
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{
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CurrentChild = CurrentChild->Get_Sibling();
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}
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bool b3ProfileIterator::Is_Done(void)
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{
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return CurrentChild == NULL;
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}
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void b3ProfileIterator::Enter_Child( int index )
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{
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CurrentChild = CurrentParent->Get_Child();
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while ( (CurrentChild != NULL) && (index != 0) ) {
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index--;
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CurrentChild = CurrentChild->Get_Sibling();
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}
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if ( CurrentChild != NULL ) {
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CurrentParent = CurrentChild;
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CurrentChild = CurrentParent->Get_Child();
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}
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}
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void b3ProfileIterator::Enter_Parent( void )
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{
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if ( CurrentParent->Get_Parent() != NULL ) {
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CurrentParent = CurrentParent->Get_Parent();
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}
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CurrentChild = CurrentParent->Get_Child();
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}
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/***************************************************************************************************
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**
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** b3ProfileManager
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**
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***************************************************************************************************/
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b3ProfileNode b3ProfileManager::Root( "Root", NULL );
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b3ProfileNode * b3ProfileManager::CurrentNode = &b3ProfileManager::Root;
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int b3ProfileManager::FrameCounter = 0;
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unsigned long int b3ProfileManager::ResetTime = 0;
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/***********************************************************************************************
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* b3ProfileManager::Start_Profile -- Begin a named profile *
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* *
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* Steps one level deeper into the tree, if a child already exists with the specified name *
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* then it accumulates the profiling; otherwise a new child node is added to the profile tree. *
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* *
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* INPUT: *
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* name - name of this profiling record *
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* *
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* WARNINGS: *
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* The string used is assumed to be a static string; pointer compares are used throughout *
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* the profiling code for efficiency. *
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*=============================================================================================*/
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void b3ProfileManager::Start_Profile( const char * name )
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{
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if (name != CurrentNode->Get_Name()) {
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CurrentNode = CurrentNode->Get_Sub_Node( name );
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}
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CurrentNode->Call();
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}
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/***********************************************************************************************
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* b3ProfileManager::Stop_Profile -- Stop timing and record the results. *
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*=============================================================================================*/
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void b3ProfileManager::Stop_Profile( void )
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{
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// Return will indicate whether we should back up to our parent (we may
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// be profiling a recursive function)
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if (CurrentNode->Return()) {
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CurrentNode = CurrentNode->Get_Parent();
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}
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}
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/***********************************************************************************************
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* b3ProfileManager::Reset -- Reset the contents of the profiling system *
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* *
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* This resets everything except for the tree structure. All of the timing data is reset. *
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*=============================================================================================*/
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void b3ProfileManager::Reset( void )
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{
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b3s_profileClock.reset();
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Root.Reset();
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Root.Call();
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FrameCounter = 0;
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b3Profile_Get_Ticks(&ResetTime);
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}
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/***********************************************************************************************
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* b3ProfileManager::Increment_Frame_Counter -- Increment the frame counter *
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*=============================================================================================*/
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void b3ProfileManager::Increment_Frame_Counter( void )
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{
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FrameCounter++;
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}
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/***********************************************************************************************
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* b3ProfileManager::Get_Time_Since_Reset -- returns the elapsed time since last reset *
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*=============================================================================================*/
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float b3ProfileManager::Get_Time_Since_Reset( void )
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{
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unsigned long int time;
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b3Profile_Get_Ticks(&time);
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time -= ResetTime;
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return (float)time / b3Profile_Get_Tick_Rate();
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}
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#include <stdio.h>
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void b3ProfileManager::dumpRecursive(b3ProfileIterator* profileIterator, int spacing)
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{
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profileIterator->First();
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if (profileIterator->Is_Done())
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return;
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float accumulated_time=0,parent_time = profileIterator->Is_Root() ? b3ProfileManager::Get_Time_Since_Reset() : profileIterator->Get_Current_Parent_Total_Time();
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int i;
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int frames_since_reset = b3ProfileManager::Get_Frame_Count_Since_Reset();
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for (i=0;i<spacing;i++) b3Printf(".");
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b3Printf("----------------------------------\n");
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for (i=0;i<spacing;i++) b3Printf(".");
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b3Printf("Profiling: %s (total running time: %.3f ms) ---\n", profileIterator->Get_Current_Parent_Name(), parent_time );
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float totalTime = 0.f;
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int numChildren = 0;
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for (i = 0; !profileIterator->Is_Done(); i++,profileIterator->Next())
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{
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numChildren++;
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float current_total_time = profileIterator->Get_Current_Total_Time();
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accumulated_time += current_total_time;
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float fraction = parent_time > B3_EPSILON ? (current_total_time / parent_time) * 100 : 0.f;
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{
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int i; for (i=0;i<spacing;i++) b3Printf(".");
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}
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b3Printf("%d -- %s (%.2f %%) :: %.3f ms / frame (%d calls)\n",i, profileIterator->Get_Current_Name(), fraction,(current_total_time / (double)frames_since_reset),profileIterator->Get_Current_Total_Calls());
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totalTime += current_total_time;
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//recurse into children
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}
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if (parent_time < accumulated_time)
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{
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b3Printf("what's wrong\n");
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}
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for (i=0;i<spacing;i++) b3Printf(".");
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b3Printf("%s (%.3f %%) :: %.3f ms\n", "Unaccounted:",parent_time > B3_EPSILON ? ((parent_time - accumulated_time) / parent_time) * 100 : 0.f, parent_time - accumulated_time);
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for (i=0;i<numChildren;i++)
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{
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profileIterator->Enter_Child(i);
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dumpRecursive(profileIterator,spacing+3);
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profileIterator->Enter_Parent();
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}
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}
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void b3ProfileManager::dumpAll()
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{
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b3ProfileIterator* profileIterator = 0;
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profileIterator = b3ProfileManager::Get_Iterator();
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dumpRecursive(profileIterator,0);
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b3ProfileManager::Release_Iterator(profileIterator);
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}
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void b3ProfileManager::dumpRecursive(FILE* f, b3ProfileIterator* profileIterator, int spacing)
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{
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profileIterator->First();
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if (profileIterator->Is_Done())
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return;
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float accumulated_time=0,parent_time = profileIterator->Is_Root() ? b3ProfileManager::Get_Time_Since_Reset() : profileIterator->Get_Current_Parent_Total_Time();
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int i;
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int frames_since_reset = b3ProfileManager::Get_Frame_Count_Since_Reset();
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for (i=0;i<spacing;i++) fprintf(f,".");
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fprintf(f,"----------------------------------\n");
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for (i=0;i<spacing;i++) fprintf(f,".");
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fprintf(f,"Profiling: %s (total running time: %.3f ms) ---\n", profileIterator->Get_Current_Parent_Name(), parent_time );
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float totalTime = 0.f;
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int numChildren = 0;
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for (i = 0; !profileIterator->Is_Done(); i++,profileIterator->Next())
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{
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numChildren++;
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float current_total_time = profileIterator->Get_Current_Total_Time();
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accumulated_time += current_total_time;
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float fraction = parent_time > B3_EPSILON ? (current_total_time / parent_time) * 100 : 0.f;
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{
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int i; for (i=0;i<spacing;i++) fprintf(f,".");
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}
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fprintf(f,"%d -- %s (%.2f %%) :: %.3f ms / frame (%d calls)\n",i, profileIterator->Get_Current_Name(), fraction,(current_total_time / (double)frames_since_reset),profileIterator->Get_Current_Total_Calls());
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totalTime += current_total_time;
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//recurse into children
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}
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if (parent_time < accumulated_time)
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{
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fprintf(f,"what's wrong\n");
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}
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for (i=0;i<spacing;i++)
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fprintf(f,".");
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fprintf(f,"%s (%.3f %%) :: %.3f ms\n", "Unaccounted:",parent_time > B3_EPSILON ? ((parent_time - accumulated_time) / parent_time) * 100 : 0.f, parent_time - accumulated_time);
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for (i=0;i<numChildren;i++)
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{
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profileIterator->Enter_Child(i);
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dumpRecursive(f,profileIterator,spacing+3);
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profileIterator->Enter_Parent();
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}
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}
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void b3ProfileManager::dumpAll(FILE* f)
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{
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b3ProfileIterator* profileIterator = 0;
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profileIterator = b3ProfileManager::Get_Iterator();
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dumpRecursive(f, profileIterator,0);
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b3ProfileManager::Release_Iterator(profileIterator);
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}
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#endif //B3_NO_PROFILE
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