Add frame diagnostics for GLES2 Batch renderer

Added project setting to enable / disable print frame diagnostics every 10 seconds. This prints out a list of batches and info, which is useful to optimize games and identify performance problems.
This commit is contained in:
lawnjelly 2020-04-17 08:44:12 +01:00
parent b6d652367b
commit 72adefa5cf
7 changed files with 139 additions and 20 deletions

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@ -79,40 +79,46 @@
<constant name="RENDER_DRAW_CALLS_IN_FRAME" value="17" enum="Monitor">
Draw calls per frame. 3D only.
</constant>
<constant name="RENDER_VIDEO_MEM_USED" value="18" enum="Monitor">
<constant name="RENDER_2D_ITEMS_IN_FRAME" value="18" enum="Monitor">
Items or joined items drawn per frame.
</constant>
<constant name="RENDER_2D_DRAW_CALLS_IN_FRAME" value="19" enum="Monitor">
Draw calls per frame.
</constant>
<constant name="RENDER_VIDEO_MEM_USED" value="20" enum="Monitor">
The amount of video memory used, i.e. texture and vertex memory combined.
</constant>
<constant name="RENDER_TEXTURE_MEM_USED" value="19" enum="Monitor">
<constant name="RENDER_TEXTURE_MEM_USED" value="21" enum="Monitor">
The amount of texture memory used.
</constant>
<constant name="RENDER_VERTEX_MEM_USED" value="20" enum="Monitor">
<constant name="RENDER_VERTEX_MEM_USED" value="22" enum="Monitor">
The amount of vertex memory used.
</constant>
<constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="21" enum="Monitor">
<constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="23" enum="Monitor">
Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
</constant>
<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="22" enum="Monitor">
<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="24" enum="Monitor">
Number of active [RigidBody2D] nodes in the game.
</constant>
<constant name="PHYSICS_2D_COLLISION_PAIRS" value="23" enum="Monitor">
<constant name="PHYSICS_2D_COLLISION_PAIRS" value="25" enum="Monitor">
Number of collision pairs in the 2D physics engine.
</constant>
<constant name="PHYSICS_2D_ISLAND_COUNT" value="24" enum="Monitor">
<constant name="PHYSICS_2D_ISLAND_COUNT" value="26" enum="Monitor">
Number of islands in the 2D physics engine.
</constant>
<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="25" enum="Monitor">
<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="27" enum="Monitor">
Number of active [RigidBody] and [VehicleBody] nodes in the game.
</constant>
<constant name="PHYSICS_3D_COLLISION_PAIRS" value="26" enum="Monitor">
<constant name="PHYSICS_3D_COLLISION_PAIRS" value="28" enum="Monitor">
Number of collision pairs in the 3D physics engine.
</constant>
<constant name="PHYSICS_3D_ISLAND_COUNT" value="27" enum="Monitor">
<constant name="PHYSICS_3D_ISLAND_COUNT" value="29" enum="Monitor">
Number of islands in the 3D physics engine.
</constant>
<constant name="AUDIO_OUTPUT_LATENCY" value="28" enum="Monitor">
<constant name="AUDIO_OUTPUT_LATENCY" value="30" enum="Monitor">
Output latency of the [AudioServer].
</constant>
<constant name="MONITOR_MAX" value="29" enum="Monitor">
<constant name="MONITOR_MAX" value="31" enum="Monitor">
Represents the size of the [enum Monitor] enum.
</constant>
</constants>

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@ -984,10 +984,13 @@
<member name="rendering/gles2/batching/use_batching" type="bool" setter="" getter="" default="true">
Turns batching on and off. Batching increases performance by reducing the amount of graphics API drawcalls.
</member>
<member name="rendering/gles2/debug/diagnose_frame" type="bool" setter="" getter="" default="false">
When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance.
</member>
<member name="rendering/gles2/debug/flash_batching" type="bool" setter="" getter="" default="false">
[b]Experimental[/b] For regression testing against the old renderer. If this is switched on, and [code]use_batching[/code] is set, the renderer will swap alternately between using the old renderer, and the batched renderer, on each frame. This makes it easy to identify visual differences. Performance will be degraded.
</member>
<member name="rendering/gles2/debug/use_batching_in_editor" type="bool" setter="" getter="" default="false">
<member name="rendering/gles2/debug/use_batching_in_editor" type="bool" setter="" getter="" default="true">
[b]Experimental[/b] Switches on batching within the editor. Use with caution - note that if your editor does not render correctly you may need to edit your [code]project.godot[/code] and remove the use_batching_in_editor setting manually.
</member>
<member name="rendering/limits/buffers/blend_shape_max_buffer_size_kb" type="int" setter="" getter="" default="4096">

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@ -377,7 +377,13 @@
<constant name="RENDER_INFO_DRAW_CALLS_IN_FRAME" value="5" enum="RenderInfo">
Amount of draw calls in frame.
</constant>
<constant name="RENDER_INFO_MAX" value="6" enum="RenderInfo">
<constant name="RENDER_INFO_2D_ITEMS_IN_FRAME" value="6" enum="RenderInfo">
Amount of items or joined items in frame.
</constant>
<constant name="RENDER_INFO_2D_DRAW_CALLS_IN_FRAME" value="7" enum="RenderInfo">
Amount of draw calls in frame.
</constant>
<constant name="RENDER_INFO_MAX" value="8" enum="RenderInfo">
Represents the size of the [enum RenderInfo] enum.
</constant>
<constant name="DEBUG_DRAW_DISABLED" value="0" enum="DebugDraw">

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@ -4601,7 +4601,13 @@
<constant name="VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME" value="5" enum="ViewportRenderInfo">
Number of draw calls during this frame.
</constant>
<constant name="VIEWPORT_RENDER_INFO_MAX" value="6" enum="ViewportRenderInfo">
<constant name="VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME" value="6" enum="ViewportRenderInfo">
Number of 2d items drawn this frame.
</constant>
<constant name="VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME" value="7" enum="ViewportRenderInfo">
Number of 2d draw calls during this frame.
</constant>
<constant name="VIEWPORT_RENDER_INFO_MAX" value="8" enum="ViewportRenderInfo">
Represents the size of the [enum ViewportRenderInfo] enum.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_DISABLED" value="0" enum="ViewportDebugDraw">
@ -4748,16 +4754,22 @@
<constant name="INFO_DRAW_CALLS_IN_FRAME" value="5" enum="RenderInfo">
The amount of draw calls in frame.
</constant>
<constant name="INFO_USAGE_VIDEO_MEM_TOTAL" value="6" enum="RenderInfo">
<constant name="INFO_2D_ITEMS_IN_FRAME" value="6" enum="RenderInfo">
The amount of 2d items in the frame.
</constant>
<constant name="INFO_2D_DRAW_CALLS_IN_FRAME" value="7" enum="RenderInfo">
The amount of 2d draw calls in frame.
</constant>
<constant name="INFO_USAGE_VIDEO_MEM_TOTAL" value="8" enum="RenderInfo">
Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
</constant>
<constant name="INFO_VIDEO_MEM_USED" value="7" enum="RenderInfo">
<constant name="INFO_VIDEO_MEM_USED" value="9" enum="RenderInfo">
The amount of video memory used, i.e. texture and vertex memory combined.
</constant>
<constant name="INFO_TEXTURE_MEM_USED" value="8" enum="RenderInfo">
<constant name="INFO_TEXTURE_MEM_USED" value="10" enum="RenderInfo">
The amount of texture memory used.
</constant>
<constant name="INFO_VERTEX_MEM_USED" value="9" enum="RenderInfo">
<constant name="INFO_VERTEX_MEM_USED" value="11" enum="RenderInfo">
The amount of vertex memory used.
</constant>
<constant name="FEATURE_SHADERS" value="0" enum="Features">

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@ -60,9 +60,13 @@ RasterizerCanvasGLES2::BatchData::BatchData() {
settings_colored_vertex_format_threshold = 0.0f;
settings_batch_buffer_num_verts = 0;
scissor_threshold_area = 0.0f;
diagnose_frame = false;
next_diagnose_tick = 10000;
diagnose_frame_number = 9999999999; // some high number
settings_use_batching_original_choice = false;
settings_flash_batching = false;
settings_diagnose_frame = false;
settings_scissor_lights = false;
settings_scissor_threshold = -1.0f;
}
@ -642,6 +646,32 @@ void RasterizerCanvasGLES2::_batch_render_rects(const Batch &p_batch, Rasterizer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES2::diagnose_batches(Item::Command *const *p_commands) {
int num_batches = bdata.batches.size();
for (int batch_num = 0; batch_num < num_batches; batch_num++) {
const Batch &batch = bdata.batches[batch_num];
bdata.frame_string += "\t\tbatch ";
switch (batch.type) {
case Batch::BT_RECT: {
bdata.frame_string += "R ";
bdata.frame_string += itos(batch.num_commands);
bdata.frame_string += " [" + itos(batch.batch_texture_id) + "]";
if (batch.num_commands > 1) {
bdata.frame_string += " MULTI\n";
} else {
bdata.frame_string += "\n";
}
} break;
default: {
bdata.frame_string += "D ";
bdata.frame_string += itos(batch.num_commands) + "\n";
} break;
}
}
}
void RasterizerCanvasGLES2::render_batches(Item::Command *const *p_commands, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES2::Material *p_material) {
int num_batches = bdata.batches.size();
@ -1562,6 +1592,10 @@ void RasterizerCanvasGLES2::flush_render_batches(Item *p_first_item, Item *p_cur
Item::Command *const *commands = p_first_item->commands.ptr();
if (bdata.diagnose_frame) {
diagnose_batches(commands);
}
render_batches(commands, p_current_clip, r_reclip, p_material);
}
@ -1637,6 +1671,33 @@ void RasterizerCanvasGLES2::join_items(Item *p_item_list, int p_z) {
}
}
void RasterizerCanvasGLES2::canvas_begin() {
// diagnose_frame?
if (bdata.settings_diagnose_frame) {
bdata.diagnose_frame = false;
uint32_t tick = OS::get_singleton()->get_ticks_msec();
uint64_t frame = Engine::get_singleton()->get_frames_drawn();
if (tick >= bdata.next_diagnose_tick) {
bdata.next_diagnose_tick = tick + 10000;
// the plus one is prevent starting diagnosis half way through frame
bdata.diagnose_frame_number = frame + 1;
}
if (frame == bdata.diagnose_frame_number) {
bdata.diagnose_frame = true;
}
if (bdata.diagnose_frame) {
bdata.frame_string = "canvas_begin FRAME " + itos(frame) + "\n";
}
}
RasterizerCanvasBaseGLES2::canvas_begin();
}
void RasterizerCanvasGLES2::canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
// if we are debugging, flash each frame between batching renderer and old version to compare for regressions
if (bdata.settings_flash_batching) {
@ -1666,6 +1727,10 @@ void RasterizerCanvasGLES2::canvas_render_items_end() {
return;
}
if (bdata.diagnose_frame) {
bdata.frame_string += "items\n";
}
// batching render is deferred until after going through all the z_indices, joining all the items
canvas_render_items_implementation(0, 0, _render_item_state.item_group_modulate,
_render_item_state.item_group_light,
@ -1673,6 +1738,10 @@ void RasterizerCanvasGLES2::canvas_render_items_end() {
bdata.items_joined.reset();
bdata.item_refs.reset();
if (bdata.diagnose_frame) {
print_line(bdata.frame_string);
}
}
void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
@ -2284,6 +2353,10 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
storage->info.render._2d_item_count++;
if (bdata.diagnose_frame) {
bdata.frame_string += "\tjoined_item " + itos(p_bij.num_item_refs) + " refs\n";
}
// all the joined items will share the same state with the first item
Item *ci = bdata.item_refs[p_bij.first_item_ref].item;
@ -2798,6 +2871,12 @@ void RasterizerCanvasGLES2::initialize() {
bdata.settings_flash_batching = false;
}
// frame diagnosis. print out the batches every nth frame
bdata.settings_diagnose_frame = false;
if (!Engine::get_singleton()->is_editor_hint() && bdata.settings_use_batching) {
bdata.settings_diagnose_frame = GLOBAL_GET("rendering/gles2/debug/diagnose_frame");
}
// the maximum num quads in a batch is limited by GLES2. We can have only 16 bit indices,
// which means we can address a vertex buffer of max size 65535. 4 vertices are needed per quad.
@ -2823,7 +2902,8 @@ void RasterizerCanvasGLES2::initialize() {
batching_options_string += "\tcolored_vertex_format_threshold " + String(Variant(bdata.settings_colored_vertex_format_threshold)) + "\n";
batching_options_string += "\tbatch_buffer_size " + itos(bdata.settings_batch_buffer_num_verts) + "\n";
batching_options_string += "\tlight_scissor_area_threshold " + String(Variant(bdata.settings_scissor_threshold)) + "\n";
batching_options_string += "\tdebug_flash " + String(Variant(bdata.settings_flash_batching));
batching_options_string += "\tdebug_flash " + String(Variant(bdata.settings_flash_batching)) + "\n";
batching_options_string += "\tdiagnose_frame " + String(Variant(bdata.settings_diagnose_frame));
} else {
batching_options_string += "OFF";
}

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@ -169,10 +169,17 @@ class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2 {
// measured in pixels, recalculated each frame
float scissor_threshold_area;
// diagnose this frame, every nTh frame when settings_diagnose_frame is on
bool diagnose_frame;
String frame_string;
uint32_t next_diagnose_tick;
uint64_t diagnose_frame_number;
// global settings
bool settings_use_batching; // the current use_batching (affected by flash)
bool settings_use_batching_original_choice; // the choice entered in project settings
bool settings_flash_batching; // for regression testing, flash between non-batched and batched renderer
bool settings_diagnose_frame; // print out batches to help optimize / regression test
int settings_max_join_item_commands;
float settings_colored_vertex_format_threshold;
int settings_batch_buffer_num_verts;
@ -227,6 +234,7 @@ public:
virtual void canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
virtual void canvas_render_items_end();
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
virtual void canvas_begin();
private:
// legacy codepath .. to remove after testing
@ -263,6 +271,9 @@ private:
bool _light_scissor_begin(const Rect2 &p_item_rect, const Transform2D &p_light_xform, const Rect2 &p_light_rect) const;
void _calculate_scissor_threshold_area();
// debug
void diagnose_batches(Item::Command *const *p_commands);
public:
void initialize();
RasterizerCanvasGLES2();

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@ -2422,6 +2422,7 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/gles2/batching/light_scissor_area_threshold", 1.0f);
GLOBAL_DEF("rendering/gles2/batching/batch_buffer_size", 16384);
GLOBAL_DEF("rendering/gles2/debug/flash_batching", false);
GLOBAL_DEF("rendering/gles2/debug/diagnose_frame", false);
GLOBAL_DEF_RST("rendering/gles2/debug/use_batching_in_editor", true);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/gles2/batching/max_join_item_commands", PropertyInfo(Variant::INT, "rendering/gles2/batching/max_join_item_commands", PROPERTY_HINT_RANGE, "0,65535"));