godot/doc/classes/Performance.xml

113 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Performance" inherits="Object" category="Core" version="3.0-alpha">
<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 [i]Monitor[/i] tab in the editor's [i]Debugger[/i] panel. By using the [method get_monitor] method of this class, you can access this data from your code. Note that a few of these monitors are only available in debug mode and will always return 0 when used in a release build.
Many of these monitors are not updated in real-time, so there may be a short delay between changes.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<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 this class's constants as the argument, like this:
[codeblock]
print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console
[/codeblock]
</description>
</method>
</methods>
<constants>
<constant name="TIME_FPS" value="0">
Frames per second.
</constant>
<constant name="TIME_PROCESS" value="1">
Time it took to complete one frame.
</constant>
<constant name="TIME_PHYSICS_PROCESS" value="2">
Time it took to complete one physics frame.
</constant>
<constant name="MEMORY_STATIC" value="3">
Static memory currently used, in bytes. Not available in release builds.
</constant>
<constant name="MEMORY_DYNAMIC" value="4">
Dynamic memory currently used, in bytes. Not available in release builds.
</constant>
<constant name="MEMORY_STATIC_MAX" value="5">
Available static memory. Not available in release builds.
</constant>
<constant name="MEMORY_DYNAMIC_MAX" value="6">
Available dynamic memory. Not available in release builds.
</constant>
<constant name="MEMORY_MESSAGE_BUFFER_MAX" value="7">
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="8">
Number of objects currently instanced (including nodes).
</constant>
<constant name="OBJECT_RESOURCE_COUNT" value="9">
Number of resources currently used.
</constant>
<constant name="OBJECT_NODE_COUNT" value="10">
Number of nodes currently instanced. This also includes the root node, as well as any nodes not in the scene tree.
</constant>
<constant name="RENDER_OBJECTS_IN_FRAME" value="11">
3D objects drawn per frame.
</constant>
<constant name="RENDER_VERTICES_IN_FRAME" value="12">
Vertices drawn per frame. 3D only.
</constant>
<constant name="RENDER_MATERIAL_CHANGES_IN_FRAME" value="13">
Material changes per frame. 3D only
</constant>
<constant name="RENDER_SHADER_CHANGES_IN_FRAME" value="14">
Shader changes per frame. 3D only.
</constant>
<constant name="RENDER_SURFACE_CHANGES_IN_FRAME" value="15">
Render surface changes per frame. 3D only.
</constant>
<constant name="RENDER_DRAW_CALLS_IN_FRAME" value="16">
Draw calls per frame. 3D only.
</constant>
<constant name="RENDER_VIDEO_MEM_USED" value="17">
Video memory used. Includes both texture and vertex memory.
</constant>
<constant name="RENDER_TEXTURE_MEM_USED" value="18">
Texture memory used.
</constant>
<constant name="RENDER_VERTEX_MEM_USED" value="19">
Vertex memory used.
</constant>
<constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="20">
</constant>
<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="21">
Number of active [RigidBody2D] nodes in the game.
</constant>
<constant name="PHYSICS_2D_COLLISION_PAIRS" value="22">
Number of collision pairs in the 2D physics engine.
</constant>
<constant name="PHYSICS_2D_ISLAND_COUNT" value="23">
Number of islands in the 2D physics engine.
</constant>
<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="24">
Number of active [RigidBody] and [VehicleBody] nodes in the game.
</constant>
<constant name="PHYSICS_3D_COLLISION_PAIRS" value="25">
Number of collision pairs in the 3D physics engine.
</constant>
<constant name="PHYSICS_3D_ISLAND_COUNT" value="26">
Number of islands in the 3D physics engine.
</constant>
<constant name="MONITOR_MAX" value="27">
</constant>
</constants>
</class>