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OgreProfiler.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreProfiler.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ /* Although the code is original, many of the ideas for the profiler were borrowed from "Real-Time In-Game Profiling" by Steve Rabin which can be found in Game Programming Gems 1. This code can easily be adapted to your own non-Ogre project. The only code that is Ogre-dependent is in the visualization/logging routines and the use of the Timer class. Enjoy! */ #ifndef __Profiler_H__ #define __Profiler_H__ #include "OgrePrerequisites.h" #include "OgreSingleton.h" #include "OgreString.h" #include "OgreOverlay.h" #if OGRE_PROFILING == 1 # if OGRE_COMPILER != OGRE_COMPILER_BORL # define OgreProfile( a ) Ogre::Profile _OgreProfileInstance( (a) ) # define OgreProfileBegin( a ) Ogre::Profiler::getSingleton().beginProfile( (a) ) # define OgreProfileEnd( a ) Ogre::Profiler::getSingleton().endProfile( (a) ) # else # define OgreProfile( a ) Ogre::Profile _OgreProfileInstance( __FUNC__ ) # define OgreProfileBegin( a ) Ogre::Profiler::getSingleton().beginProfile( __FUNC__ ) # define OgreProfileEnd( a ) Ogre::Profiler::getSingleton().endProfile( __FUNC__ ) # endif #else # define OgreProfile( a ) # define OgreProfileBegin( a ) # define OgreProfileEnd( a ) #endif namespace Ogre { /** An individual profile that will be processed by the Profiler @remarks Use the macro OgreProfile(name) instead of instantiating this profile directly @remarks We use this Profile to allow scoping rules to signify the beginning and end of the profile. Use the Profiler singleton (through the macro OgreProfileBegin(name) and OgreProfileEnd(name)) directly if you want a profile to last outside of a scope (ie the main game loop). @author Amit Mathew (amitmathew (at) yahoo (dot) com) */ class _OgreExport Profile { public: Profile(const String& profileName); ~Profile(); protected: /// The name of this profile String mName; }; /** The profiler allows you to measure the performance of your code @remarks Do not create profiles directly from this unless you want a profile to last outside of its scope (ie the main game loop). For most cases, use the macro OgreProfile(name) and braces to limit the scope. You must enable the Profile before you can used it with setEnabled(true). If you want to disable profiling in Ogre, simply set the macro OGRE_PROFILING to 0. @author Amit Mathew (amitmathew (at) yahoo (dot) com) @todo resolve artificial cap on number of profiles displayed @todo fix display ordering of profiles not called every frame */ class _OgreExport Profiler : public Singleton
{ public: Profiler(); ~Profiler(); /** Sets the timer for the profiler */ void setTimer(Timer* t); /** Retrieves the timer for the profiler */ Timer* getTimer(); /** Begins a profile @remarks Use the macro OgreProfileBegin(name) instead of calling this directly so that profiling can be ignored in the release version of your app. @remarks You only use the macro (or this) if you want a profile to last outside of its scope (ie the main game loop). If you use this function, make sure you use a corresponding OgreProfileEnd(name). Usually you would use the macro OgreProfile(name). This function will be ignored for a profile that has been disabled or if the profiler is disabled. @param profileName Must be unique and must not be an empty string */ void beginProfile(const String& profileName); /** Ends a profile @remarks Use the macro OgreProfileEnd(name) instead of calling this directly so that profiling can be ignored in the release version of your app. @remarks This function is usually not called directly unless you want a profile to last outside of its scope. In most cases, using the macro OgreProfile(name) which will call this function automatically when it goes out of scope. Make sure the name of this profile matches its corresponding beginProfile name. This function will be ignored for a profile that has been disabled or if the profiler is disabled. */ void endProfile(const String& profileName); /** Sets whether this profiler is enabled. Only takes effect after the the frame has ended. @remarks When this is called the first time with the parameter true, it initializes the GUI for the Profiler */ void setEnabled(bool enabled); /** Gets whether this profiler is enabled */ bool getEnabled() const; /** Enables a previously disabled profile @remarks Only enables the profile if this function is not called during the profile it is trying to enable. */ void enableProfile(const String& profileName); /** Disables a profile @remarks Only disables the profile if this function is not called during the profile it is trying to disable. */ void disableProfile(const String& profileName); /** Returns true if the specified profile reaches a new frame time maximum @remarks If this is called during a frame, it will be reading the results from the previous frame. Therefore, it is best to use this after the frame has ended. */ bool watchForMax(const String& profileName); /** Returns true if the specified profile reaches a new frame time minimum @remarks If this is called during a frame, it will be reading the results from the previous frame. Therefore, it is best to use this after the frame has ended. */ bool watchForMin(const String& profileName); /** Returns true if the specified profile goes over or under the given limit frame time @remarks If this is called during a frame, it will be reading the results from the previous frame. Therefore, it is best to use this after the frame has ended. @param limit A number between 0 and 1 representing the percentage of frame time @param greaterThan If true, this will return whether the limit is exceeded. Otherwise, it will return if the frame time has gone under this limit. */ bool watchForLimit(const String& profileName, Real limit, bool greaterThan = true); /** Outputs current profile statistics to the log */ void logResults(); /** Clears the profiler statistics */ void reset(); /** Sets the Profiler so the display of results are updated ever n frames*/ void setUpdateDisplayFrequency(uint freq); /** Gets the frequency that the Profiler display is updated */ uint getUpdateDisplayFrequency() const; /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static Profiler& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static Profiler* getSingletonPtr(void); protected: /** Initializes the profiler's gui elements */ void initialize(); /** Prints the profiling results of each frame */ void displayResults(); /** Processes the profiler data after each frame */ void processFrameStats(); /** Handles a change of the profiler's enabled state*/ void changeEnableState(); /** An internal function to create the container which will hold our display elements*/ OverlayContainer* createContainer(); /** An internal function to create a text area */ OverlayElement* createTextArea(const String& name, Real width, Real height, Real top, Real left, uint fontSize, const String& caption, bool show = true); /** An internal function to create a panel */ OverlayElement* createPanel(const String& name, Real width, Real height, Real top, Real left, const String& materialName, bool show = true); /// Represents an individual profile call struct ProfileInstance { /// The name of the profile String name; /// The name of the parent, empty string if root String parent; /// The time this profile was started ulong currTime; /// Represents the total time of all child profiles to subtract /// from this profile ulong accum; /// The hierarchical level of this profile, 0 being the root profile uint hierarchicalLvl; }; /// Represents the total timing information of a profile /// since profiles can be called more than once each frame struct ProfileFrame { /// The name of the profile String name; /// The total time this profile has taken this frame ulong frameTime; /// The number of times this profile was called this frame uint calls; /// The hierarchical level of this profile, 0 being the main loop uint hierarchicalLvl; }; /// Represents a history of each profile during the duration of the app struct ProfileHistory { /// The name of the profile String name; /// The current percentage of frame time this profile has taken Real currentTime; // % /// The maximum percentage of frame time this profile has taken Real maxTime; // % /// The minimum percentage of frame time this profile has taken Real minTime; // % /// The number of times this profile has been called each frame uint numCallsThisFrame; /// The total percentage of frame time this profile has taken /// (used to calculate average) Real totalTime; // % /// The total number of times this profile was called /// (used to calculate average) ulong totalCalls; // % /// The hierarchical level of this profile, 0 being the root profile uint hierarchicalLvl; }; typedef std::list
ProfileStack; typedef std::list
ProfileFrameList; typedef std::list
ProfileHistoryList; typedef std::map
ProfileHistoryMap; typedef std::map
DisabledProfileMap; typedef std::list
ProfileBarList; /// A stack for each individual profile per frame ProfileStack mProfiles; /// Accumulates the results of each profile per frame (since a profile can be called /// more than once a frame) ProfileFrameList mProfileFrame; /// Keeps track of the statistics of each profile ProfileHistoryList mProfileHistory; /// We use this for quick look-ups of profiles in the history list ProfileHistoryMap mProfileHistoryMap; /// Holds the names of disabled profiles DisabledProfileMap mDisabledProfiles; /// Holds the display bars for each profile results ProfileBarList mProfileBars; /// Whether the GUI elements have been initialized bool mInitialized; /// The max number of profiles we can display uint maxProfiles; /// The overlay which contains our profiler results display Overlay* mOverlay; /// The window that displays the profiler results OverlayContainer* mProfileGui; /// The height of each bar Real mBarHeight; /// The height of the stats window Real mGuiHeight; /// The width of the stats window Real mGuiWidth; /// The size of the indent for each profile display bar Real mBarIndent; /// The width of the border between the profile window and each bar Real mGuiBorderWidth; /// The width of the min, avg, and max lines in a profile display Real mBarLineWidth; /// The number of frames that must elapse before the current /// frame display is updated uint mUpdateDisplayFrequency; /// The number of elasped frame, used with mUpdateDisplayFrequency uint mCurrentFrame; /// The timer used for profiling Timer* mTimer; /// The total time each frame takes ulong mTotalFrameTime; /// Whether this profiler is enabled bool mEnabled; /// Keeps track of whether this profiler has /// received a request to be enabled/disabled bool mEnableStateChangePending; /// Keeps track of the new enabled/disabled state that the user has requested /// which will be applied after the frame ends bool mNewEnableState; }; // end class } // end namespace #endif
OgreProfiler.h
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