/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
/*
* GPG3-style hierarchical profiler
*/
#ifndef INCLUDED_PROFILE
#define INCLUDED_PROFILE
#include
#include "lib/adts/ring_buf.h"
#include "ps/Profiler2.h"
#include "ps/Singleton.h"
#include "ps/ThreadUtil.h"
#include
#include
#include
#include
#define PROFILE_AMORTIZE_FRAMES 30
#define PROFILE_AMORTIZE_TURNS 1
class CProfileManager;
class CProfileNodeTable;
class CStr8;
class CStrW;
// To profile scripts usefully, we use a call hook that's called on every enter/exit,
// and need to find the function name. But most functions are anonymous so we make do
// with filename plus line number instead.
// Computing the names is fairly expensive, and we need to return an interned char*
// for the profiler to hold a copy of, so we use boost::flyweight to construct interned
// strings per call location.
//
// TODO: Check again how much the overhead for getting filename and line really is and if
// it has increased with the new approach after the SpiderMonkey 31 upgrade.
//
// Flyweight types (with no_locking because the call hooks are only used in the
// main thread, and no_tracking because we mustn't delete values the profiler is
// using and it's not going to waste much memory)
typedef boost::flyweight<
std::string,
boost::flyweights::no_tracking,
boost::flyweights::no_locking
> StringFlyweight;
class CProfileNode
{
NONCOPYABLE(CProfileNode);
friend class CProfileManager;
friend class CProfileNodeTable;
const char* name;
int calls_frame_current;
int calls_turn_current;
RingBuf calls_per_frame;
RingBuf calls_per_turn;
double time_frame_current;
double time_turn_current;
RingBuf time_per_frame;
RingBuf time_per_turn;
long mallocs_frame_current;
long mallocs_turn_current;
RingBuf mallocs_per_frame;
RingBuf mallocs_per_turn;
double start;
long start_mallocs;
int recursion;
CProfileNode* parent;
std::vector children;
std::vector script_children;
CProfileNodeTable* display_table;
public:
typedef std::vector::iterator profile_iterator;
typedef std::vector::const_iterator const_profile_iterator;
CProfileNode( const char* name, CProfileNode* parent );
~CProfileNode();
const char* GetName() const { return name; }
double GetFrameCalls() const;
double GetFrameTime() const;
double GetTurnCalls() const;
double GetTurnTime() const;
double GetFrameMallocs() const;
double GetTurnMallocs() const;
const CProfileNode* GetChild( const char* name ) const;
const CProfileNode* GetScriptChild( const char* name ) const;
const std::vector* GetChildren() const { return( &children ); }
const std::vector* GetScriptChildren() const { return( &script_children ); }
bool CanExpand();
CProfileNode* GetChild( const char* name );
CProfileNode* GetScriptChild( const char* name );
CProfileNode* GetParent() const { return( parent ); }
// Resets timing information for this node and all its children
void Reset();
// Resets frame timings for this node and all its children
void Frame();
// Resets turn timings for this node and all its children
void Turn();
// Enters the node
void Call();
// Leaves the node. Returns true if the node has actually been left
bool Return();
};
class CProfileManager : public Singleton
{
CProfileNode* root;
CProfileNode* current;
bool needs_structural_reset;
void PerformStructuralReset();
public:
CProfileManager();
~CProfileManager();
// Begins timing for a named subsection
void Start( const char* name );
void StartScript( const char* name );
// Ends timing for the current subsection
void Stop();
// Resets all timing information
void Reset();
// Resets frame timing information
void Frame();
// Resets turn timing information
// (Must not be called before Frame)
void Turn();
// Resets absolutely everything, at the end of this frame
void StructuralReset();
inline const CProfileNode* GetCurrent() { return( current ); }
inline const CProfileNode* GetRoot() { return( root ); }
};
#define g_Profiler CProfileManager::GetSingleton()
class CProfileSample
{
public:
CProfileSample(const char* name)
{
if (CProfileManager::IsInitialised())
{
// The profiler is only safe to use on the main thread
ENSURE(ThreadUtil::IsMainThread());
g_Profiler.Start(name);
}
}
~CProfileSample()
{
if (CProfileManager::IsInitialised())
g_Profiler.Stop();
}
};
class CProfileSampleScript
{
public:
CProfileSampleScript( const char* name )
{
if (CProfileManager::IsInitialised())
{
// The profiler is only safe to use on the main thread,
// but scripts get run on other threads too so we need to
// conditionally enable the profiler.
// (This usually only gets used in debug mode so performance
// doesn't matter much.)
if (ThreadUtil::IsMainThread())
g_Profiler.StartScript( name );
}
}
~CProfileSampleScript()
{
if (CProfileManager::IsInitialised())
if (ThreadUtil::IsMainThread())
g_Profiler.Stop();
}
};
// Put a PROFILE("xyz") block at the start of all code to be profiled.
// Profile blocks last until the end of the containing scope.
#define PROFILE(name) CProfileSample __profile(name)
// Cheat a bit to make things slightly easier on the user
#define PROFILE_START(name) { CProfileSample __profile(name)
#define PROFILE_END(name) }
// Do both old and new profilers simultaneously (1+2=3), for convenience.
#define PROFILE3(name) PROFILE(name); PROFILE2(name)
// Also do GPU
#define PROFILE3_GPU(name) PROFILE(name); PROFILE2(name); PROFILE2_GPU(name)
#endif // INCLUDED_PROFILE