/**************************************************************************/ /* profiling.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #pragma once #include "core/typedefs.h" #include "profiling.gen.h" // This header provides profiling primitives (implemented as macros) for various backends. // See the "No profiling" branch at the bottom for a short description of the functions. // To configure / use the profiler, use the --profiler_path and other --profiler_* arguments // when compiling Godot. You can also find details in the SCSub file (in this folder). // Note: It is highly recommended to avoid including this header in other header files. // Prefer including it in .cpp files only. The reason is that we want to keep // the recompile cost of changing the profiler as low as possible. #if defined(GODOT_USE_TRACY) // Use the tracy profiler. #define TRACY_ENABLE #include // Define tracing macros. #define GodotProfileFrameMark FrameMark #define GodotProfileZone(m_zone_name) ZoneNamedN(GD_UNIQUE_NAME(__godot_tracy_szone_), m_zone_name, true) #define GodotProfileZoneGroupedFirst(m_group_name, m_zone_name) ZoneNamedN(__godot_tracy_zone_##m_group_name, m_zone_name, true) #define GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name) __godot_tracy_zone_##m_group_name.~ScopedZone(); #ifndef TRACY_CALLSTACK #define GodotProfileZoneGrouped(m_group_name, m_zone_name) \ GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name); \ static constexpr tracy::SourceLocationData TracyConcat(__tracy_source_location, TracyLine){ m_zone_name, TracyFunction, TracyFile, (uint32_t)TracyLine, 0 }; \ new (&__godot_tracy_zone_##m_group_name) tracy::ScopedZone(&TracyConcat(__tracy_source_location, TracyLine), true) #else #define GodotProfileZoneGrouped(m_group_name, m_zone_name) \ GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name); \ static constexpr tracy::SourceLocationData TracyConcat(__tracy_source_location, TracyLine){ m_zone_name, TracyFunction, TracyFile, (uint32_t)TracyLine, 0 }; \ new (&__godot_tracy_zone_##m_group_name) tracy::ScopedZone(&TracyConcat(__tracy_source_location, TracyLine), TRACY_CALLSTACK, true) #endif // Memory allocation #define GodotProfileAlloc(m_ptr, m_size) TracyAlloc(m_ptr, m_size) #define GodotProfileFree(m_ptr) TracyFree(m_ptr) void godot_init_profiler(); #elif defined(GODOT_USE_PERFETTO) // Use the perfetto profiler. #include PERFETTO_DEFINE_CATEGORIES( perfetto::Category("godot") .SetDescription("All Godot Events"), ); // See PERFETTO_INTERNAL_SCOPED_EVENT_FINALIZER struct PerfettoGroupedEventEnder { _FORCE_INLINE_ void _end_now() { TRACE_EVENT_END("godot"); } _FORCE_INLINE_ ~PerfettoGroupedEventEnder() { _end_now(); } }; #define GodotProfileFrameMark // TODO #define GodotProfileZone(m_zone_name) TRACE_EVENT("godot", m_zone_name); #define GodotProfileZoneGroupedFirst(m_group_name, m_zone_name) \ TRACE_EVENT_BEGIN("godot", m_zone_name); \ PerfettoGroupedEventEnder __godot_perfetto_zone_##m_group_name #define GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name) __godot_perfetto_zone_##m_group_name.~PerfettoGroupedEventEnder() #define GodotProfileZoneGrouped(m_group_name, m_zone_name) \ __godot_perfetto_zone_##m_group_name._end_now(); \ TRACE_EVENT_BEGIN("godot", m_zone_name); #define GodotProfileAlloc(m_ptr, m_size) #define GodotProfileFree(m_ptr) void godot_init_profiler(); #else // No profiling; all macros are stubs. void godot_init_profiler(); // Tell the profiling backend that a new frame has started. #define GodotProfileFrameMark // Defines a profile zone from here to the end of the scope. #define GodotProfileZone(m_zone_name) // Defines a profile zone group. The first profile zone starts immediately, // and ends either when the next zone starts, or when the scope ends. #define GodotProfileZoneGroupedFirst(m_group_name, m_zone_name) // End the profile zone group's current profile zone now. #define GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name) // Replace the profile zone group's current profile zone. // The new zone ends either when the next zone starts, or when the scope ends. #define GodotProfileZoneGrouped(m_group_name, m_zone_name) // Tell the profiling backend that an allocation happened, with its location and size. #define GodotProfileAlloc(m_ptr, m_size) // Tell the profiling backend that an allocation was freed. // There must be a one to one correspondence of GodotProfileAlloc and GodotProfileFree calls. #define GodotProfileFree(m_ptr) #endif