/*************************************************************************/ /* performance.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 "message_queue.h" #include "os/os.h" #include "scene/main/scene_main_loop.h" #include "servers/physics_2d_server.h" #include "servers/physics_server.h" #include "servers/visual_server.h" Performance *Performance::singleton = NULL; void Performance::_bind_methods() { ObjectTypeDB::bind_method(_MD("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 OS::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_static_mem_usage(); case MEMORY_DYNAMIC: return Memory::get_dynamic_mem_usage(); case MEMORY_STATIC_MAX: return Memory::get_static_mem_max_usage(); case MEMORY_DYNAMIC_MAX: return Memory::get_dynamic_mem_available(); 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(); 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; }