/* * This file is part of OpenTTD. * OpenTTD 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, version 2. * OpenTTD 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 OpenTTD. If not, see . */ /** @file framerate_type.h * Types for recording game performance data. * * @par Adding new measurements * Adding a new measurement requires multiple steps, which are outlined here. * The first thing to do is add a new member of the #PerformanceElement enum. * It must be added before \c PFE_MAX and should be added in a logical place. * 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. * * @par * 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. * * @par * Third is adding strings for the new element. There is an array in #ConPrintFramerate with strings used for the console command. * Additionally, there are two sets of strings in \c english.txt for two GUI uses, also in the #PerformanceElement order. * Search for \c STR_FRAMERATE_GAMELOOP and \c STR_FRAMETIME_CAPTION_GAMELOOP in \c english.txt to find those. * * @par * Last is actually adding the measurements. There are two ways to measure, either one-shot (a single function/block handling all processing), * or as an accumulated element (multiple functions/blocks that need to be summed across each frame/tick). * Use either the PerformanceMeasurer or the PerformanceAccumulator class respectively for the two cases. * 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. * 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. * * @see framerate_gui.cpp for implementation */ #ifndef FRAMERATE_TYPE_H #define FRAMERATE_TYPE_H #include "stdafx.h" #include "core/enum_type.hpp" /** * Elements of game performance that can be measured. * * @note When adding new elements here, make sure to also update all other locations depending on the length and order of this enum. * See Adding new measurements above. */ enum PerformanceElement { PFE_FIRST = 0, PFE_GAMELOOP = 0, ///< Speed of gameloop processing. PFE_GL_ECONOMY, ///< Time spent processing cargo movement PFE_GL_TRAINS, ///< Time spent processing trains PFE_GL_ROADVEHS, ///< Time spend processing road vehicles PFE_GL_SHIPS, ///< Time spent processing ships PFE_GL_AIRCRAFT, ///< Time spent processing aircraft PFE_GL_LANDSCAPE, ///< Time spent processing other world features PFE_GL_LINKGRAPH, ///< Time spent waiting for link graph background jobs PFE_DRAWING, ///< Speed of drawing world and GUI. PFE_DRAWWORLD, ///< Time spent drawing world viewports in GUI PFE_VIDEO, ///< Speed of painting drawn video buffer. PFE_SOUND, ///< Speed of mixing audio samples PFE_ALLSCRIPTS, ///< Sum of all GS/AI scripts PFE_GAMESCRIPT, ///< Game script execution PFE_AI0, ///< AI execution for player slot 1 PFE_AI1, ///< AI execution for player slot 2 PFE_AI2, ///< AI execution for player slot 3 PFE_AI3, ///< AI execution for player slot 4 PFE_AI4, ///< AI execution for player slot 5 PFE_AI5, ///< AI execution for player slot 6 PFE_AI6, ///< AI execution for player slot 7 PFE_AI7, ///< AI execution for player slot 8 PFE_AI8, ///< AI execution for player slot 9 PFE_AI9, ///< AI execution for player slot 10 PFE_AI10, ///< AI execution for player slot 11 PFE_AI11, ///< AI execution for player slot 12 PFE_AI12, ///< AI execution for player slot 13 PFE_AI13, ///< AI execution for player slot 14 PFE_AI14, ///< AI execution for player slot 15 PFE_MAX, ///< End of enum, must be last. }; DECLARE_POSTFIX_INCREMENT(PerformanceElement) /** Type used to hold a performance timing measurement */ typedef uint64_t TimingMeasurement; /** * RAII class for measuring simple elements of performance. * Construct an object with the appropriate element parameter when processing begins, * time is automatically taken when the object goes out of scope again. * * Call Paused at the start of a frame if the processing of this element is paused. */ class PerformanceMeasurer { PerformanceElement elem; TimingMeasurement start_time; public: PerformanceMeasurer(PerformanceElement elem); ~PerformanceMeasurer(); void SetExpectedRate(double rate); static void SetInactive(PerformanceElement elem); static void Paused(PerformanceElement elem); }; /** * RAII class for measuring multi-step elements of performance. * At the beginning of a frame, call Reset on the element, then construct an object in the scope where * each processing cycle happens. The measurements are summed between resets. * * Usually StateGameLoop is an appropriate function to place Reset calls in, but for elements with * more isolated scopes it can also be appropriate to Reset somewhere else. * An example is the CallVehicleTicks function where all the vehicle type elements are reset. * * The PerformanceMeasurer::Paused function can also be used with elements otherwise measured with this class. */ class PerformanceAccumulator { PerformanceElement elem; TimingMeasurement start_time; public: PerformanceAccumulator(PerformanceElement elem); ~PerformanceAccumulator(); static void Reset(PerformanceElement elem); }; void ShowFramerateWindow(); void ProcessPendingPerformanceMeasurements(); #endif /* FRAMERATE_TYPE_H */