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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/debugger/editor_visual_profiler.h
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/**************************************************************************/
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/* editor_visual_profiler.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/check_box.h"
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#include "scene/gui/label.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/gui/tree.h"
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class ImageTexture;
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class EditorVisualProfiler : public VBoxContainer {
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GDCLASS(EditorVisualProfiler, VBoxContainer);
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public:
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struct Metric {
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bool valid = false;
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uint64_t frame_number = 0;
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struct Area {
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String name;
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Color color_cache;
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StringName fullpath_cache;
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float cpu_time = 0;
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float gpu_time = 0;
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};
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Vector<Area> areas;
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};
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enum DisplayTimeMode {
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DISPLAY_FRAME_TIME,
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DISPLAY_FRAME_PERCENT,
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};
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private:
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Button *activate = nullptr;
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Button *clear_button = nullptr;
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TextureRect *graph = nullptr;
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Ref<ImageTexture> graph_texture;
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Vector<uint8_t> graph_image;
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Tree *variables = nullptr;
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HSplitContainer *h_split = nullptr;
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CheckBox *frame_relative = nullptr;
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CheckBox *linked = nullptr;
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OptionButton *display_mode = nullptr;
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SpinBox *cursor_metric_edit = nullptr;
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Vector<Metric> frame_metrics;
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int last_metric = -1;
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int hover_metric = -1;
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StringName selected_area;
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bool updating_frame = false;
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float graph_height_cpu = 1.0f;
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float graph_height_gpu = 1.0f;
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float graph_limit = 1000.0f / 60;
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String cpu_name;
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String gpu_name;
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bool seeking = false;
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Timer *frame_delay = nullptr;
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Timer *plot_delay = nullptr;
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void _update_button_text();
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void _update_frame(bool p_focus_selected = false);
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void _activate_pressed();
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void _clear_pressed();
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void _autostart_toggled(bool p_toggled_on);
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String _get_time_as_text(float p_time);
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//void _make_metric_ptrs(Metric &m);
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void _item_selected();
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void _update_plot();
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void _graph_tex_mouse_exit();
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void _graph_tex_draw();
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void _graph_tex_input(const Ref<InputEvent> &p_ev);
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int _get_cursor_index() const;
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Color _get_color_from_signature(const StringName &p_signature) const;
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void _cursor_metric_changed(double);
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void _combo_changed(int);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_hardware_info(const String &p_cpu_name, const String &p_gpu_name);
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void add_frame_metric(const Metric &p_metric);
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void set_enabled(bool p_enable);
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void set_profiling(bool p_profiling);
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bool is_profiling();
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bool is_seeking() { return seeking; }
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void disable_seeking();
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void clear();
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Vector<Vector<String>> get_data_as_csv() const;
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EditorVisualProfiler();
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};
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