mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
6c55d2aad2
* Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too.
210 lines
9 KiB
XML
210 lines
9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Performance" inherits="Object" version="4.0">
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<brief_description>
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Exposes performance-related data.
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</brief_description>
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<description>
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This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel. By using the [method get_monitor] method of this class, you can access this data from your code.
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You can add custom monitors using the [method add_custom_monitor] method. Custom monitors are available in [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel together with built-in monitors.
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[b]Note:[/b] A few of these monitors are only available in debug mode and will always return 0 when used in a release build.
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[b]Note:[/b] Many of these monitors are not updated in real-time, so there may be a short delay between changes.
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[b]Note:[/b] Custom monitors do not support negative values. Negative values are clamped to 0.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_custom_monitor">
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<return type="void">
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</return>
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<argument index="0" name="id" type="StringName">
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</argument>
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<argument index="1" name="callable" type="Callable">
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</argument>
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<argument index="2" name="arguments" type="Array" default="[]">
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</argument>
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<description>
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Adds a custom monitor with name same as id. You can specify the category of monitor using '/' in id. If there are more than one '/' then default category is used. Default category is "Custom".
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[codeblocks]
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[gdscript]
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func _ready():
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var monitor_value = Callable(self, "get_monitor_value")
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# Adds monitor with name "MyName" to category "MyCategory".
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Performance.add_custom_monitor("MyCategory/MyMonitor", monitor_value)
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# Adds monitor with name "MyName" to category "Custom".
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# Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
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Performance.add_custom_monitor("MyMonitor", monitor_value)
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# Adds monitor with name "MyName" to category "Custom".
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# Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
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Performance.add_custom_monitor("Custom/MyMonitor", monitor_value)
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# Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
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Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitor_value)
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func get_monitor_value():
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return randi() % 25
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[/gdscript]
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[csharp]
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public override void _Ready()
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{
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var monitorValue = new Callable(this, nameof(GetMonitorValue));
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// Adds monitor with name "MyName" to category "MyCategory".
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Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue);
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// Adds monitor with name "MyName" to category "Custom".
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// Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
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Performance.AddCustomMonitor("MyMonitor", monitorValue);
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// Adds monitor with name "MyName" to category "Custom".
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// Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
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Performance.AddCustomMonitor("Custom/MyMonitor", monitorValue);
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// Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
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Performance.AddCustomMonitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitorValue);
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}
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public int GetMonitorValue()
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{
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return GD.Randi() % 25;
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}
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[/csharp]
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[/codeblocks]
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The debugger calls the callable to get the value of custom monitor. The callable must return a number.
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Callables are called with arguments supplied in argument array.
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[b]Note:[/b] It throws an error if given id is already present.
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</description>
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</method>
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<method name="get_custom_monitor">
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<return type="Variant">
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</return>
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<argument index="0" name="id" type="StringName">
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</argument>
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<description>
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Returns the value of custom monitor with given id. The callable is called to get the value of custom monitor.
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[b]Note:[/b] It throws an error if the given id is absent.
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</description>
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</method>
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<method name="get_custom_monitor_names">
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<return type="Array">
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</return>
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<description>
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Returns the names of active custom monitors in an array.
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</description>
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</method>
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<method name="get_monitor" qualifiers="const">
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<return type="float">
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</return>
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<argument index="0" name="monitor" type="int" enum="Performance.Monitor">
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</argument>
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<description>
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Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
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[codeblocks]
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[gdscript]
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print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console.
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[/gdscript]
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[csharp]
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GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the FPS to the console.
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_monitor_modification_time">
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<return type="int">
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</return>
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<description>
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Returns the last tick in which custom monitor was added/removed.
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</description>
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</method>
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<method name="has_custom_monitor">
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<return type="bool">
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</return>
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<argument index="0" name="id" type="StringName">
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</argument>
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<description>
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Returns true if custom monitor with the given id is present otherwise returns false.
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</description>
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</method>
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<method name="remove_custom_monitor">
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<return type="void">
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</return>
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<argument index="0" name="id" type="StringName">
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</argument>
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<description>
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Removes the custom monitor with given id.
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[b]Note:[/b] It throws an error if the given id is already absent.
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</description>
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</method>
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</methods>
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<constants>
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<constant name="TIME_FPS" value="0" enum="Monitor">
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Number of frames per second.
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</constant>
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<constant name="TIME_PROCESS" value="1" enum="Monitor">
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Time it took to complete one frame, in seconds.
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</constant>
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<constant name="TIME_PHYSICS_PROCESS" value="2" enum="Monitor">
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Time it took to complete one physics frame, in seconds.
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</constant>
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<constant name="MEMORY_STATIC" value="3" enum="Monitor">
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Static memory currently used, in bytes. Not available in release builds.
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</constant>
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<constant name="MEMORY_STATIC_MAX" value="4" enum="Monitor">
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Available static memory. Not available in release builds.
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</constant>
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<constant name="MEMORY_MESSAGE_BUFFER_MAX" value="5" enum="Monitor">
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Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
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</constant>
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<constant name="OBJECT_COUNT" value="6" enum="Monitor">
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Number of objects currently instantiated (including nodes).
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</constant>
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<constant name="OBJECT_RESOURCE_COUNT" value="7" enum="Monitor">
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Number of resources currently used.
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</constant>
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<constant name="OBJECT_NODE_COUNT" value="8" enum="Monitor">
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Number of nodes currently instantiated in the scene tree. This also includes the root node.
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</constant>
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<constant name="OBJECT_ORPHAN_NODE_COUNT" value="9" enum="Monitor">
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Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
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</constant>
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<constant name="RENDER_TOTAL_OBJECTS_IN_FRAME" value="10" enum="Monitor">
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</constant>
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<constant name="RENDER_TOTAL_PRIMITIVES_IN_FRAME" value="11" enum="Monitor">
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</constant>
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<constant name="RENDER_TOTAL_DRAW_CALLS_IN_FRAME" value="12" enum="Monitor">
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</constant>
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<constant name="RENDER_VIDEO_MEM_USED" value="13" enum="Monitor">
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The amount of video memory used, i.e. texture and vertex memory combined.
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</constant>
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<constant name="RENDER_TEXTURE_MEM_USED" value="14" enum="Monitor">
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The amount of texture memory used.
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</constant>
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<constant name="RENDER_BUFFER_MEM_USED" value="15" enum="Monitor">
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</constant>
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<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor">
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Number of active [RigidBody2D] nodes in the game.
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</constant>
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<constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor">
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Number of collision pairs in the 2D physics engine.
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</constant>
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<constant name="PHYSICS_2D_ISLAND_COUNT" value="18" enum="Monitor">
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Number of islands in the 2D physics engine.
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</constant>
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<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor">
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Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game.
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</constant>
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<constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor">
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Number of collision pairs in the 3D physics engine.
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</constant>
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<constant name="PHYSICS_3D_ISLAND_COUNT" value="21" enum="Monitor">
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Number of islands in the 3D physics engine.
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</constant>
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<constant name="AUDIO_OUTPUT_LATENCY" value="22" enum="Monitor">
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Output latency of the [AudioServer].
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</constant>
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<constant name="MONITOR_MAX" value="23" enum="Monitor">
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Represents the size of the [enum Monitor] enum.
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</constant>
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</constants>
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</class>
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