godot/doc/classes/Performance.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Performance" inherits="Object" version="4.0">
<brief_description>
Exposes performance-related data.
</brief_description>
<description>
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.
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.
[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.
[b]Note:[/b] Many of these monitors are not updated in real-time, so there may be a short delay between changes.
[b]Note:[/b] Custom monitors do not support negative values. Negative values are clamped to 0.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_custom_monitor">
<return type="void">
</return>
<argument index="0" name="id" type="StringName">
</argument>
<argument index="1" name="callable" type="Callable">
</argument>
<argument index="2" name="arguments" type="Array" default="[]">
</argument>
<description>
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".
[codeblocks]
[gdscript]
func _ready():
var monitor_value = Callable(self, "get_monitor_value")
# Adds monitor with name "MyName" to category "MyCategory".
Performance.add_custom_monitor("MyCategory/MyMonitor", monitor_value)
# Adds monitor with name "MyName" to category "Custom".
# Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
Performance.add_custom_monitor("MyMonitor", monitor_value)
# Adds monitor with name "MyName" to category "Custom".
# Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
Performance.add_custom_monitor("Custom/MyMonitor", monitor_value)
# Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitor_value)
func get_monitor_value():
return randi() % 25
[/gdscript]
[csharp]
public override void _Ready()
{
var monitorValue = new Callable(this, nameof(GetMonitorValue));
// Adds monitor with name "MyName" to category "MyCategory".
Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue);
// Adds monitor with name "MyName" to category "Custom".
// Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
Performance.AddCustomMonitor("MyMonitor", monitorValue);
// Adds monitor with name "MyName" to category "Custom".
// Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
Performance.AddCustomMonitor("Custom/MyMonitor", monitorValue);
// Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
Performance.AddCustomMonitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitorValue);
}
public int GetMonitorValue()
{
return GD.Randi() % 25;
}
[/csharp]
[/codeblocks]
The debugger calls the callable to get the value of custom monitor. The callable must return a number.
Callables are called with arguments supplied in argument array.
[b]Note:[/b] It throws an error if given id is already present.
</description>
</method>
<method name="get_custom_monitor">
<return type="Variant">
</return>
<argument index="0" name="id" type="StringName">
</argument>
<description>
Returns the value of custom monitor with given id. The callable is called to get the value of custom monitor.
[b]Note:[/b] It throws an error if the given id is absent.
</description>
</method>
<method name="get_custom_monitor_names">
<return type="Array">
</return>
<description>
Returns the names of active custom monitors in an array.
</description>
</method>
<method name="get_monitor" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="monitor" type="int" enum="Performance.Monitor">
</argument>
<description>
Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
[codeblocks]
[gdscript]
print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console.
[/gdscript]
[csharp]
GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the FPS to the console.
[/csharp]
[/codeblocks]
</description>
</method>
<method name="get_monitor_modification_time">
<return type="int">
</return>
<description>
Returns the last tick in which custom monitor was added/removed.
</description>
</method>
<method name="has_custom_monitor">
<return type="bool">
</return>
<argument index="0" name="id" type="StringName">
</argument>
<description>
Returns true if custom monitor with the given id is present otherwise returns false.
</description>
</method>
<method name="remove_custom_monitor">
<return type="void">
</return>
<argument index="0" name="id" type="StringName">
</argument>
<description>
Removes the custom monitor with given id.
[b]Note:[/b] It throws an error if the given id is already absent.
</description>
</method>
</methods>
<constants>
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<constant name="TIME_FPS" value="0" enum="Monitor">
Number of frames per second.
</constant>
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<constant name="TIME_PROCESS" value="1" enum="Monitor">
Time it took to complete one frame, in seconds.
</constant>
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<constant name="TIME_PHYSICS_PROCESS" value="2" enum="Monitor">
Time it took to complete one physics frame, in seconds.
</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.
</constant>
<constant name="MEMORY_STATIC_MAX" value="4" enum="Monitor">
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Available static memory. Not available in release builds.
</constant>
<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.
</constant>
<constant name="OBJECT_COUNT" value="6" enum="Monitor">
Number of objects currently instantiated (including nodes).
</constant>
<constant name="OBJECT_RESOURCE_COUNT" value="7" enum="Monitor">
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Number of resources currently used.
</constant>
<constant name="OBJECT_NODE_COUNT" value="8" enum="Monitor">
Number of nodes currently instantiated in the scene tree. This also includes the root node.
</constant>
<constant name="OBJECT_ORPHAN_NODE_COUNT" value="9" enum="Monitor">
Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
</constant>
<constant name="RENDER_TOTAL_OBJECTS_IN_FRAME" value="10" enum="Monitor">
</constant>
<constant name="RENDER_TOTAL_PRIMITIVES_IN_FRAME" value="11" enum="Monitor">
</constant>
<constant name="RENDER_TOTAL_DRAW_CALLS_IN_FRAME" value="12" enum="Monitor">
</constant>
<constant name="RENDER_VIDEO_MEM_USED" value="13" enum="Monitor">
The amount of video memory used, i.e. texture and vertex memory combined.
</constant>
<constant name="RENDER_TEXTURE_MEM_USED" value="14" enum="Monitor">
The amount of texture memory used.
</constant>
<constant name="RENDER_BUFFER_MEM_USED" value="15" enum="Monitor">
</constant>
<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor">
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Number of active [RigidBody2D] nodes in the game.
</constant>
<constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor">
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Number of collision pairs in the 2D physics engine.
</constant>
<constant name="PHYSICS_2D_ISLAND_COUNT" value="18" enum="Monitor">
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Number of islands in the 2D physics engine.
</constant>
<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor">
Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game.
</constant>
<constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor">
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Number of collision pairs in the 3D physics engine.
</constant>
<constant name="PHYSICS_3D_ISLAND_COUNT" value="21" enum="Monitor">
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Number of islands in the 3D physics engine.
</constant>
<constant name="AUDIO_OUTPUT_LATENCY" value="22" enum="Monitor">
Output latency of the [AudioServer].
</constant>
<constant name="MONITOR_MAX" value="23" enum="Monitor">
Represents the size of the [enum Monitor] enum.
</constant>
</constants>
</class>