godot/main/performance.cpp
Hein-Pieter van Braam 411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00

181 lines
7.4 KiB
C++

/*************************************************************************/
/* performance.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "performance.h"
#include "os/os.h"
#include "servers/visual_server.h"
#include "servers/physics_2d_server.h"
#include "servers/physics_server.h"
#include "message_queue.h"
#include "scene/main/scene_main_loop.h"
Performance *Performance::singleton=NULL;
void Performance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_monitor","monitor"),&Performance::get_monitor);
BIND_CONSTANT( TIME_FPS );
BIND_CONSTANT( TIME_PROCESS );
BIND_CONSTANT( TIME_FIXED_PROCESS );
BIND_CONSTANT( MEMORY_STATIC );
BIND_CONSTANT( MEMORY_DYNAMIC );
BIND_CONSTANT( MEMORY_STATIC_MAX );
BIND_CONSTANT( MEMORY_DYNAMIC_MAX );
BIND_CONSTANT( MEMORY_MESSAGE_BUFFER_MAX );
BIND_CONSTANT( OBJECT_COUNT );
BIND_CONSTANT( OBJECT_RESOURCE_COUNT );
BIND_CONSTANT( OBJECT_NODE_COUNT );
BIND_CONSTANT( RENDER_OBJECTS_IN_FRAME );
BIND_CONSTANT( RENDER_VERTICES_IN_FRAME );
BIND_CONSTANT( RENDER_MATERIAL_CHANGES_IN_FRAME );
BIND_CONSTANT( RENDER_SHADER_CHANGES_IN_FRAME );
BIND_CONSTANT( RENDER_SURFACE_CHANGES_IN_FRAME );
BIND_CONSTANT( RENDER_DRAW_CALLS_IN_FRAME );
BIND_CONSTANT( RENDER_USAGE_VIDEO_MEM_TOTAL );
BIND_CONSTANT( RENDER_VIDEO_MEM_USED );
BIND_CONSTANT( RENDER_TEXTURE_MEM_USED );
BIND_CONSTANT( RENDER_VERTEX_MEM_USED );
BIND_CONSTANT( PHYSICS_2D_ACTIVE_OBJECTS );
BIND_CONSTANT( PHYSICS_2D_COLLISION_PAIRS );
BIND_CONSTANT( PHYSICS_2D_ISLAND_COUNT );
BIND_CONSTANT( PHYSICS_3D_ACTIVE_OBJECTS );
BIND_CONSTANT( PHYSICS_3D_COLLISION_PAIRS );
BIND_CONSTANT( PHYSICS_3D_ISLAND_COUNT );
BIND_CONSTANT( MONITOR_MAX );
}
String Performance::get_monitor_name(Monitor p_monitor) const {
ERR_FAIL_INDEX_V(p_monitor,MONITOR_MAX,String());
static const char* names[MONITOR_MAX]={
"time/fps",
"time/process",
"time/fixed_process",
"memory/static",
"memory/dynamic",
"memory/static_max",
"memory/dynamic_max",
"memory/msg_buf_max",
"object/objects",
"object/resources",
"object/nodes",
"raster/objects_drawn",
"raster/vertices_drawn",
"raster/mat_changes",
"raster/shader_changes",
"raster/surface_changes",
"raster/draw_calls",
"video/video_mem",
"video/texure_mem",
"video/vertex_mem",
"video/video_mem_max",
"physics_2d/active_objects",
"physics_2d/collision_pairs",
"physics_2d/islands",
"physics_3d/active_objects",
"physics_3d/collision_pairs",
"physics_3d/islands",
};
return names[p_monitor];
}
float Performance::get_monitor(Monitor p_monitor) const {
switch(p_monitor) {
case TIME_FPS: return Engine::get_singleton()->get_frames_per_second();
case TIME_PROCESS: return _process_time;
case TIME_FIXED_PROCESS: return _fixed_process_time;
case MEMORY_STATIC: return Memory::get_mem_usage();
case MEMORY_DYNAMIC: return MemoryPool::total_memory;
case MEMORY_STATIC_MAX: return MemoryPool::max_memory;
case MEMORY_DYNAMIC_MAX: return 0;
case MEMORY_MESSAGE_BUFFER_MAX: return MessageQueue::get_singleton()->get_max_buffer_usage();
case OBJECT_COUNT: return ObjectDB::get_object_count();
case OBJECT_RESOURCE_COUNT: return ResourceCache::get_cached_resource_count();
case OBJECT_NODE_COUNT: {
MainLoop *ml = OS::get_singleton()->get_main_loop();
if (!ml)
return 0;
SceneTree *sml = ml->cast_to<SceneTree>();
if (!sml)
return 0;
return sml->get_node_count();
};
case RENDER_OBJECTS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_OBJECTS_IN_FRAME);
case RENDER_VERTICES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_VERTICES_IN_FRAME);
case RENDER_MATERIAL_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
case RENDER_SHADER_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
case RENDER_SURFACE_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
case RENDER_DRAW_CALLS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
case RENDER_VIDEO_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VIDEO_MEM_USED);
case RENDER_TEXTURE_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED);
case RENDER_VERTEX_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VERTEX_MEM_USED);
case RENDER_USAGE_VIDEO_MEM_TOTAL: return VS::get_singleton()->get_render_info(VS::INFO_USAGE_VIDEO_MEM_TOTAL);
case PHYSICS_2D_ACTIVE_OBJECTS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ACTIVE_OBJECTS);
case PHYSICS_2D_COLLISION_PAIRS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_COLLISION_PAIRS);
case PHYSICS_2D_ISLAND_COUNT: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ISLAND_COUNT);
case PHYSICS_3D_ACTIVE_OBJECTS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ACTIVE_OBJECTS);
case PHYSICS_3D_COLLISION_PAIRS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_COLLISION_PAIRS);
case PHYSICS_3D_ISLAND_COUNT: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ISLAND_COUNT);
default: {}
}
return 0;
}
void Performance::set_process_time(float p_pt) {
_process_time=p_pt;
}
void Performance::set_fixed_process_time(float p_pt) {
_fixed_process_time=p_pt;
}
Performance::Performance() {
_process_time=0;
_fixed_process_time=0;
singleton=this;
}