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Diffstat (limited to 'examples/30.Profiling/main.cpp')
-rw-r--r-- | examples/30.Profiling/main.cpp | 507 |
1 files changed, 0 insertions, 507 deletions
diff --git a/examples/30.Profiling/main.cpp b/examples/30.Profiling/main.cpp deleted file mode 100644 index 0ad479a..0000000 --- a/examples/30.Profiling/main.cpp +++ /dev/null @@ -1,507 +0,0 @@ -// This file is part of the "Irrlicht Engine".
-// For conditions of distribution and use, see copyright notice in irrlicht.h
-// Copyright by Michael Zeilfelder
-
-/** Example 030 Profiling
-
-Profiling is used to get runtime information about code code.
-
-There exist several independent profiling tools.
-Examples for free profilers are "gprof" for the GNU toolchain and "very sleepy"
-from codersnotes for Windows. Proprietary tools are for example "VTune" from
-Intel or "AMD APP Profiler". Those tools work by sampling the running
-application regularly to get statistic information about the called functions.
-The way to use them is to compile your application with special flags
-to include profiling information (some also work with debug information). They
-also might allow to profile only certain parts of the code, although
-most can't do that. The sampling is usually rather time-consuming which means
-the application will be very slow when collecting the profiling data. It's often
-useful to start with one of those tools to get an overview over the bottlenecks
-in your application. Those tools have the advantage that they don't need any
-modifications inside the code.
-
-Once you need to dig deeper the Irrlicht profiler can help you. It works nearly
-like a stopwatch. You add start/stop blocks into the parts of your code which
-you need to check and the Irrlicht profiler will give you then the exact times
-of execution for those parts. And unlike general profiler tools you don't just
-get average information about the run-time but also worst-cases. Which tends
-to be information you really for a stable framerate. Also the Irrlicht profiler
-has a low overhead and affects only the areas which you want to time. So you
-can profile applications with nearly original speed.
-
-Irrlicht itself has such profiling information, which is useful to figure out
-where the runtime inside the engine is spend. To get that profiling data you
-need to recompile Irrlicht with _IRR_COMPILE_WITH_PROFILING_ enabled as
-collecting profiling information is disabled by default for speed reasons.
-*/
-
-/*
- It's usually a good idea to wrap all your profile code with a define.
- That way you don't have to worry too much about the runtime profiling
- itself takes. You can remove the profiling code completely when you release
- the software by removing a single define.Or sometimes you might want to
- have several such defines for different areas of your application code.
-*/
-#define ENABLE_MY_PROFILE // comment out to remove the profiling code
-#ifdef ENABLE_MY_PROFILE
- // calls code X
- #define MY_PROFILE(X) X
-#else
- // removes the code for X in the pre-processor
- #define MY_PROFILE(X)
-#endif // IRR_PROFILE
-
-#include <irrlicht.h>
-#include "driverChoice.h"
-#include "exampleHelper.h"
-
-#ifdef _MSC_VER
-#pragma comment(lib, "Irrlicht.lib")
-#endif
-
-
-using namespace irr;
-using namespace core;
-using namespace scene;
-using namespace video;
-using namespace io;
-using namespace gui;
-
-/*
- We have the choice between working with fixed and with automatic profiling id's.
- Here are some fixed ID's we will be using.
-*/
-enum EProfiles
-{
- EP_APP_TIME_ONCE,
- EP_APP_TIME_UPDATED,
- EP_SCOPE1,
- EP_SCOPE2,
- EP_DRAW_SCENE
-};
-
-// For our example scenes
-enum EScenes
-{
- ES_NONE, // no scene set
- ES_CUBE,
- ES_QUAKE_MAP,
- ES_DWARVES,
-
- ES_COUNT // counting how many scenes we have
-};
-
-/*
- Controlling the profiling display is application specific behavior.
- We use function keys in our case and play around with all the parameters.
- In real applications you will likely only need something to make the
- profiling-display visible/invisible and switch pages while the parameters
- can be set to fixed values.
-*/
-class MyEventReceiver : public IEventReceiver
-{
-public:
- // constructor
- MyEventReceiver(ISceneManager * smgr) : GuiProfiler(0), IncludeOverview(true), IgnoreUncalled(false), ActiveScene(ES_NONE), SceneManager(smgr) {}
-
- virtual bool OnEvent(const SEvent& event)
- {
- if (event.EventType == EET_KEY_INPUT_EVENT)
- {
- if ( event.KeyInput.PressedDown )
- {
- /*
- Catching keys to control the profiling display and the profiler itself
- */
- switch ( event.KeyInput.Key )
- {
- case KEY_F1:
- GuiProfiler->setVisible( !GuiProfiler->isVisible() );
- break;
- case KEY_F2:
- GuiProfiler->nextPage(IncludeOverview);
- break;
- case KEY_F3:
- GuiProfiler->previousPage(IncludeOverview);
- break;
- case KEY_F4:
- GuiProfiler->firstPage(IncludeOverview);
- break;
- case KEY_F5:
- IncludeOverview = !IncludeOverview;
- GuiProfiler->firstPage(IncludeOverview); // not strictly needed, but otherwise the update won't update
- break;
- case KEY_F6:
- /*
- You can set more filters. This one filters out profile data which was never called.
- */
- IgnoreUncalled = !IgnoreUncalled;
- GuiProfiler->setFilters(IgnoreUncalled ? 1 : 0, 0, 0.f, 0);
- break;
- case KEY_F7:
- GuiProfiler->setShowGroupsTogether( !GuiProfiler->getShowGroupsTogether() );
- break;
- case KEY_F8:
- NextScene();
- break;
- case KEY_F9:
- {
- u32 index = 0;
- if ( getProfiler().findGroupIndex(index, L"grp runtime") )
- {
- getProfiler().resetGroup(index);
- }
- }
- break;
- case KEY_F10:
- {
- u32 index = 0;
- if ( getProfiler().findDataIndex(index, L"scope 3") )
- {
- getProfiler().resetDataByIndex(index);
- }
- }
- break;
- case KEY_F11:
- getProfiler().resetAll();
- break;
- case KEY_KEY_F:
- GuiProfiler->setFrozen(!GuiProfiler->getFrozen());
- break;
- default:
- break;
- }
- }
- }
-
- return false;
- }
-
- /*
- Some example scenes so we have something to profile
- */
- void NextScene()
- {
- SceneManager->clear();
- ActiveScene = (ActiveScene+1) % ES_COUNT;
- if ( ActiveScene == 0 )
- ActiveScene = ActiveScene+1;
-
- switch ( ActiveScene )
- {
- case ES_CUBE:
- {
- /*
- Simple scene with cube and light.
- */
- MY_PROFILE(CProfileScope p(L"cube", L"grp switch scene");)
-
- SceneManager->addCameraSceneNode (0, core::vector3df(0, 0, 0),
- core::vector3df(0, 0, 100),
- -1);
-
- SceneManager->addCubeSceneNode (30.0f, 0, -1,
- core::vector3df(0, 20, 100),
- core::vector3df(45, 45, 45),
- core::vector3df(1.0f, 1.0f, 1.0f));
-
- SceneManager->addLightSceneNode(0, core::vector3df(0, 0, 0),
- video::SColorf(1.0f, 1.0f, 1.0f),
- 100.0f);
- }
- break;
- case ES_QUAKE_MAP:
- {
- /*
- Our typical Irrlicht example quake map.
- */
- MY_PROFILE(CProfileScope p(L"quake map", L"grp switch scene");)
-
- scene::IAnimatedMesh* mesh = SceneManager->getMesh("20kdm2.bsp");
- scene::ISceneNode* node = 0;
-
- if (mesh)
- node = SceneManager->addOctreeSceneNode(mesh->getMesh(0), 0, -1, 1024);
- if (node)
- node->setPosition(core::vector3df(-1300,-144,-1249));
- SceneManager->addCameraSceneNodeFPS();
- }
- break;
- case ES_DWARVES:
- {
- /*
- Stress-test Irrlicht a little bit by creating many objects.
- */
- MY_PROFILE(CProfileScope p(L"dwarfes", L"grp switch scene");)
-
- scene::IAnimatedMesh* aniMesh = SceneManager->getMesh( getExampleMediaPath() + "dwarf.x" );
- if (aniMesh)
- {
- scene::IMesh * mesh = aniMesh->getMesh (0);
- if ( !mesh )
- break;
-
- /*
- You can never have too many dwarves. So let's make some.
- */
- const int nodesX = 30;
- const int nodesY = 5;
- const int nodesZ = 30;
-
- aabbox3df bbox = mesh->getBoundingBox();
- vector3df extent = bbox.getExtent();
- const f32 GAP = 10.f;
- f32 halfSizeX = 0.5f * (nodesX*extent.X + GAP*(nodesX-1));
- f32 halfSizeY = 0.5f * (nodesY*extent.Y + GAP*(nodesY-1));
- f32 halfSizeZ = 0.5f * (nodesZ*extent.Z + GAP*(nodesZ-1));
-
- for ( int x = 0; x < nodesX; ++x )
- {
- irr::f32 gapX = x > 0 ? (x-1)*GAP : 0.f;
- irr::f32 posX = -halfSizeX + x*extent.X + gapX;
- for ( int y = 0; y < nodesY; ++y )
- {
- irr::f32 gapY = y > 0 ? (y-1)*GAP : 0.f;
- irr::f32 posY = -halfSizeY + y*extent.Y + gapY;
- for ( int z=0; z < nodesZ; ++z )
- {
- irr::f32 gapZ = z > 0 ? (z-1)*GAP : 0.f;
- irr::f32 posZ = -halfSizeZ + z*extent.Z + gapZ;
- scene::IAnimatedMeshSceneNode * node = SceneManager->addAnimatedMeshSceneNode(aniMesh, NULL, -1, vector3df(posX, posY, posZ) );
- node->setMaterialFlag(video::EMF_LIGHTING, false);
- }
- }
- }
-
- irr::scene::ICameraSceneNode * camera = SceneManager->addCameraSceneNodeFPS(0, 20.f, 0.1f );
- camera->updateAbsolutePosition();
- camera->setTarget( vector3df(0,0,0) );
- camera->updateAbsolutePosition();
- camera->setPosition(irr::core::vector3df(halfSizeX+extent.X, halfSizeY+extent.Y, halfSizeZ+extent.Z));
- camera->updateAbsolutePosition();
- }
- }
- break;
- }
- }
-
- IGUIProfiler * GuiProfiler;
- bool IncludeOverview;
- bool IgnoreUncalled;
- u32 ActiveScene;
- scene::ISceneManager* SceneManager;
-};
-
-void recursive(int recursion)
-{
- /*
- As the profiler uses internally counters for start stop and only
- takes profile data when that counter is zero we count all recursions
- as a single call.
- If you want to profile each call on it's own you have to use explicit start/stop calls and
- stop the profile id right before the recursive call.
- */
- MY_PROFILE(CProfileScope p3(L"recursive", L"grp runtime");)
- if (recursion > 0 )
- recursive(recursion-1);
-}
-
-int main()
-{
- /*
- Setup, nothing special here.
- */
- video::E_DRIVER_TYPE driverType=driverChoiceConsole();
- if (driverType==video::EDT_COUNT)
- return 1;
-
- /*
- Profiler is independent of the device - so we can time the device setup
- */
- MY_PROFILE(s32 pDev = getProfiler().add(L"createDevice", L"grp runtime");)
- MY_PROFILE(getProfiler().start(pDev);)
-
- IrrlichtDevice * device = createDevice(driverType, core::dimension2d<u32>(640, 480));
- if (device == 0)
- {
- /*
- When working with start/stop you should add a stop to all exit paths.
- Although in this case it wouldn't matter as we don't do anything with it when we quit here.
- */
- MY_PROFILE(getProfiler().stop(pDev);)
- return 1; // could not create selected driver.
- }
- MY_PROFILE(getProfiler().stop(pDev);)
-
- video::IVideoDriver* driver = device->getVideoDriver();
- IGUIEnvironment* env = device->getGUIEnvironment();
- scene::ISceneManager* smgr = device->getSceneManager();
-
- const io::path mediaPath = getExampleMediaPath();
-
- /*
- A map we use for one of our test-scenes.
- */
- device->getFileSystem()->addFileArchive(mediaPath + "map-20kdm2.pk3");
-
- MyEventReceiver receiver(smgr);
- device->setEventReceiver(&receiver);
- receiver.NextScene();
-
- /*
- Show some info about the controls used in this example
- */
- IGUIStaticText * staticText = env->addStaticText(
- L"<F1> to show/hide the profiling display\n"
- L"<F2> to show the next page\n"
- L"<F3> to show the previous page\n"
- L"<F4> to show the first page\n"
- L"<F5> to flip between including the group overview\n"
- L"<F6> to flip between ignoring and showing uncalled data\n"
- L"<F7> to flip between showing 1 group per page or all together\n"
- L"<F8> to change our scene\n"
- L"<F9> to reset the \"grp runtime\" data\n"
- L"<F10> to reset the scope 3 data\n"
- L"<F11> to reset all data\n"
- L"<f> to freeze/unfreeze the display\n"
- , recti(10,10, 250, 140), true, true, 0, -1, true);
- staticText->setWordWrap(false);
-
- /*
- IGUIProfiler is can be used to show active profiling data at runtime.
- */
- receiver.GuiProfiler = env->addProfilerDisplay(core::recti(40, 140, 600, 470));
- receiver.GuiProfiler->setDrawBackground(true);
-
- /*
- Get a monospaced font - it's nicer when working with rows of numbers.
- */
- IGUIFont* font = env->getFont(mediaPath + "fontcourier.bmp");
- if (font)
- receiver.GuiProfiler->setOverrideFont(font);
-
-
- /*
- Adding ID's has to be done before the start/stop calls.
- This allows start/stop to be really fast and we still have nice information like
- names and groups.
- Groups are created automatically each time an ID with a new group-name is added.
- Groups exist to sort the display data in a nicer way.
- */
- MY_PROFILE(
- getProfiler().add(EP_APP_TIME_ONCE, L"full time", L"grp runtime");
- getProfiler().add(EP_APP_TIME_UPDATED, L"full time updated", L"grp runtime");
- getProfiler().add(EP_SCOPE1, L"scope 1", L"grp runtime");
- getProfiler().add(EP_DRAW_SCENE, L"draw scene", L"grp runtime");
- )
-
- /*
- Two timers which run the whole time. One will be continuously updated the other won't.
- */
- MY_PROFILE(getProfiler().start(EP_APP_TIME_ONCE);)
- MY_PROFILE(getProfiler().start(EP_APP_TIME_UPDATED);)
-
- s32 lastFPS = -1;
- while(device->run() && driver)
- {
- if (device->isWindowActive())
- {
- /*
- For comparison show the FPS in the title bar
- */
- s32 fps = driver->getFPS();
- if (lastFPS != fps)
- {
- core::stringw str = L"FPS: ";
- str += fps;
- device->setWindowCaption(str.c_str());
- lastFPS = fps;
- }
-
- /*
- Times are only updated on stop() calls. So if we want a long-running timer
- to update we have to stop() and start() it in between.
- Note that this will also update the call-counter and is rarely needed.
- */
- MY_PROFILE(getProfiler().stop(EP_APP_TIME_UPDATED);)
- MY_PROFILE(getProfiler().start(EP_APP_TIME_UPDATED);)
-
- /*
- The following CProfileScope's will all do the same thing:
- they measure the time this loop takes. They call start()
- when the object is created and call stop() when it
- is destroyed.
-
- The first one creates an ID on it's first call and will
- do constant string-comparisons for the name. It's
- the slowest, but most comfortable solution. Use it when you
- just need to run a quick check without the hassle of setting
- up id's.
- */
- MY_PROFILE(CProfileScope p3(L"scope 3", L"grp runtime");)
-
- /*
- Second CProfileScope solution will create a data block on first
- call. So it's a little bit slower on the first run. But usually
- that's hardly noticeable.
- */
- MY_PROFILE(CProfileScope p2(EP_SCOPE2, L"scope 2", L"grp runtime");)
-
- /*
- Last CProfileScope solution is the fastest one. But you must add
- the id before you can use it like that.
- */
- MY_PROFILE(CProfileScope p1(EP_SCOPE1));
-
- /*
- Call a recursive function to show how profiler only counts it once.
- */
- recursive(5);
-
- driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,200,200,200));
-
- /*
- If you want to profile only some lines and not a complete scope
- then you have to work with start() and stop() calls.
- */
- MY_PROFILE(getProfiler().start(EP_DRAW_SCENE);)
- smgr->drawAll();
- MY_PROFILE(getProfiler().stop(EP_DRAW_SCENE);)
-
- /*
- If it doesn't matter if the profiler takes some time you can also
- be lazy and create id's automatically on the spot:
- */
- MY_PROFILE(s32 pEnv = getProfiler().add(L"draw env", L"grp runtime");)
- MY_PROFILE(getProfiler().start(pEnv);)
- env->drawAll();
- MY_PROFILE(getProfiler().stop(pEnv);)
-
- driver->endScene();
- }
- }
-
- /*
- Shutdown.
- */
- device->drop();
-
- /*
- The profiler is independent of an device - so we can still work with it.
- */
-
- MY_PROFILE(getProfiler().stop(EP_APP_TIME_UPDATED));
- MY_PROFILE(getProfiler().stop(EP_APP_TIME_ONCE));
-
- /*
- Print a complete overview of the profiling data to the console.
- */
- MY_PROFILE(core::stringw output);
- MY_PROFILE(getProfiler().printAll(output));
- MY_PROFILE(printf("%s", core::stringc(output).c_str() ));
-
- return 0;
-}
-
-/*
-**/
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