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Doc: More notes for developers adding new PerformanceElements
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@ -22,11 +22,14 @@
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#include "widgets/framerate_widget.h"
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/**
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* Private declarations for performance measurement implementation
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*/
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namespace {
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/** Number of data points to keep in buffer for each performance measurement */
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const int NUM_FRAMERATE_POINTS = 512;
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/** Units a second is divided into in performance measurements */
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/** %Units a second is divided into in performance measurements */
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const TimingMeasurement TIMESTAMP_PRECISION = 1000000;
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struct PerformanceData {
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@ -51,8 +54,15 @@ namespace {
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/** Start time for current accumulation cycle */
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TimingMeasurement acc_timestamp;
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/**
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* Initialize a data element with an expected collection rate
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* @param expected_rate
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* Expected number of cycles per second of the performance element. Use 1 if unknown or not relevant.
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* The rate is used for highlighting slow-running elements in the GUI.
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*/
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explicit PerformanceData(double expected_rate) : expected_rate(expected_rate), next_index(0), prev_index(0), num_valid(0) { }
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/** Collect a complete measurement, given start and ending times for a processing block */
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void Add(TimingMeasurement start_time, TimingMeasurement end_time)
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{
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this->durations[this->next_index] = end_time - start_time;
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@ -63,6 +73,7 @@ namespace {
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this->num_valid = min(NUM_FRAMERATE_POINTS, this->num_valid + 1);
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}
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/** Begin an accumulation of multiple measurements into a single value, from a given start time */
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void BeginAccumulate(TimingMeasurement start_time)
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{
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this->timestamps[this->next_index] = this->acc_timestamp;
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@ -76,11 +87,13 @@ namespace {
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this->acc_timestamp = start_time;
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}
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/** Accumulate a period onto the current measurement */
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void AddAccumulate(TimingMeasurement duration)
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{
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this->acc_duration += duration;
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}
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/** Indicate a pause/expected discontinuity in processing the element */
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void AddPause(TimingMeasurement start_time)
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{
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if (this->durations[this->prev_index] != INVALID_DURATION) {
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@ -125,11 +138,11 @@ namespace {
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int last_point = this->next_index - this->num_valid;
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if (last_point < 0) last_point += NUM_FRAMERATE_POINTS;
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/** Number of data points collected */
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/* Number of data points collected */
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int count = 0;
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/** Time of previous data point */
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/* Time of previous data point */
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TimingMeasurement last = this->timestamps[point];
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/** Total duration covered by collected points */
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/* Total duration covered by collected points */
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TimingMeasurement total = 0;
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while (point != last_point) {
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@ -149,9 +162,14 @@ namespace {
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}
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};
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/** Game loop rate, cycles per second */
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/** %Game loop rate, cycles per second */
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static const double GL_RATE = 1000.0 / MILLISECONDS_PER_TICK;
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/**
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* Storage for all performance element measurements.
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* Elements are initialized with the expected rate in recorded values per second.
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* @hideinitializer
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*/
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PerformanceData _pf_data[PFE_MAX] = {
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PerformanceData(GL_RATE), // PFE_GAMELOOP
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PerformanceData(1), // PFE_ACC_GL_ECONOMY
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@ -182,7 +200,10 @@ static TimingMeasurement GetPerformanceTimer()
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}
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/** Begin a cycle of a measured element. */
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/**
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* Begin a cycle of a measured element.
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* @param elem The element to be measured
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*/
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PerformanceMeasurer::PerformanceMeasurer(PerformanceElement elem)
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{
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assert(elem < PFE_MAX);
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@ -203,14 +224,20 @@ void PerformanceMeasurer::SetExpectedRate(double rate)
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_pf_data[this->elem].expected_rate = rate;
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}
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/** Indicate that a cycle of "pause" where no processing occurs. */
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/**
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* Indicate that a cycle of "pause" where no processing occurs.
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* @param elem The element not currently being processed
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*/
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void PerformanceMeasurer::Paused(PerformanceElement elem)
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{
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_pf_data[elem].AddPause(GetPerformanceTimer());
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}
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/** Begin measuring one block of the accumulating value. */
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/**
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* Begin measuring one block of the accumulating value.
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* @param elem The element to be measured
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*/
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PerformanceAccumulator::PerformanceAccumulator(PerformanceElement elem)
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{
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assert(elem < PFE_MAX);
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@ -225,7 +252,11 @@ PerformanceAccumulator::~PerformanceAccumulator()
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_pf_data[this->elem].AddAccumulate(GetPerformanceTimer() - this->start_time);
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}
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/** Store the previous accumulator value and reset for a new cycle of accumulating measurements. */
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/**
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* Store the previous accumulator value and reset for a new cycle of accumulating measurements.
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* @note This function must be called once per frame, otherwise measurements are not collected.
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* @param elem The element to begin a new measurement cycle of
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*/
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void PerformanceAccumulator::Reset(PerformanceElement elem)
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{
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_pf_data[elem].BeginAccumulate(GetPerformanceTimer());
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@ -235,6 +266,7 @@ void PerformanceAccumulator::Reset(PerformanceElement elem)
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void ShowFrametimeGraphWindow(PerformanceElement elem);
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/** @hideinitializer */
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static const NWidgetPart _framerate_window_widgets[] = {
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NWidget(NWID_HORIZONTAL),
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NWidget(WWT_CLOSEBOX, COLOUR_GREY),
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@ -478,6 +510,7 @@ static WindowDesc _framerate_display_desc(
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);
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/** @hideinitializer */
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static const NWidgetPart _frametime_graph_window_widgets[] = {
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NWidget(NWID_HORIZONTAL),
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NWidget(WWT_CLOSEBOX, COLOUR_GREY),
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@ -758,17 +791,20 @@ static WindowDesc _frametime_graph_window_desc(
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/** Open the general framerate window */
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void ShowFramerateWindow()
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{
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AllocateWindowDescFront<FramerateWindow>(&_framerate_display_desc, 0);
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}
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/** Open a graph window for a performance element */
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void ShowFrametimeGraphWindow(PerformanceElement elem)
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{
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if (elem < PFE_FIRST || elem >= PFE_MAX) return; // maybe warn?
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AllocateWindowDescFront<FrametimeGraphWindow>(&_frametime_graph_window_desc, elem, true);
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}
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/** Print performance statistics to game console */
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void ConPrintFramerate()
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{
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const int count1 = NUM_FRAMERATE_POINTS / 8;
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@ -9,6 +9,28 @@
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/** @file framerate_type.h
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* Types for recording game performance data.
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*
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* @par Adding new measurements
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* Adding a new measurement requires multiple steps, which are outlined here.
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* The first thing to do is add a new member of the #PerformanceElement enum.
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* It must be added before \c PFE_MAX and should be added in a logical place.
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* For example, an element of the game loop would be added next to the other game loop elements, and a rendering element next to the other rendering elements.
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*
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* @par
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* Second is adding a member to the \link anonymous_namespace{framerate_gui.cpp}::_pf_data _pf_data \endlink array, in the same position as the new #PerformanceElement member.
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*
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* @par
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* Third is adding strings for the new element. There is an array in #ConPrintFramerate with strings used for the console command.
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* Additionally, there are two sets of strings in \c english.txt for two GUI uses, also in the #PerformanceElement order.
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* Search for \c STR_FRAMERATE_GAMELOOP and \c STR_FRAMETIME_CAPTION_GAMELOOP in \c english.txt to find those.
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*
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* @par
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* Last is actually adding the measurements. There are two ways to measure, either one-shot (a single function/block handling all processing),
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* or as an accumulated element (multiple functions/blocks that need to be summed across each frame/tick).
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* Use either the PerformanceMeasurer or the PerformanceAccumulator class respectively for the two cases.
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* Either class is used by instantiating an object of it at the beginning of the block to be measured, so it auto-destructs at the end of the block.
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* For PerformanceAccumulator, make sure to also call PerformanceAccumulator::Reset once at the beginning of a new frame. Usually the StateGameLoop function is appropriate for this.
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*
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* @see framerate_gui.cpp for implementation
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*/
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@ -18,6 +40,12 @@
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#include "stdafx.h"
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#include "core/enum_type.hpp"
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/**
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* Elements of game performance that can be measured.
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*
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* @note When adding new elements here, make sure to also update all other locations depending on the length and order of this enum.
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* See <em>Adding new measurements</em> above.
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*/
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enum PerformanceElement {
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PFE_FIRST = 0,
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PFE_GAMELOOP = 0, ///< Speed of gameloop processing.
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@ -36,12 +64,15 @@ enum PerformanceElement {
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};
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DECLARE_POSTFIX_INCREMENT(PerformanceElement)
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/** Type used to hold a performance timing measurement */
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typedef uint64 TimingMeasurement;
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/**
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* RAII class for measuring simple elements of performance.
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* Construct an object with the appropriate element parameter when processing begins,
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* time is automatically taken when the object goes out of scope again.
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*
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* Call Paused at the start of a frame if the processing of this element is paused.
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*/
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class PerformanceMeasurer {
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PerformanceElement elem;
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* RAII class for measuring multi-step elements of performance.
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* At the beginning of a frame, call Reset on the element, then construct an object in the scope where
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* each processing cycle happens. The measurements are summed between resets.
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*
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* Usually StateGameLoop is an appropriate function to place Reset calls in, but for elements with
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* more isolated scopes it can also be appropriate to Reset somewhere else.
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* An example is the CallVehicleTicks function where all the vehicle type elements are reset.
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*
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* The PerformanceMeasurer::Paused function can also be used with elements otherwise measured with this class.
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*/
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class PerformanceAccumulator {
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PerformanceElement elem;
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