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132 lines
6.9 KiB
C++
132 lines
6.9 KiB
C++
/**************************************************************************/
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/* profiling.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/typedefs.h"
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#include "profiling.gen.h"
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// This header provides profiling primitives (implemented as macros) for various backends.
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// See the "No profiling" branch at the bottom for a short description of the functions.
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// To configure / use the profiler, use the --profiler_path and other --profiler_* arguments
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// when compiling Godot. You can also find details in the SCSub file (in this folder).
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// Note: It is highly recommended to avoid including this header in other header files.
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// Prefer including it in .cpp files only. The reason is that we want to keep
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// the recompile cost of changing the profiler as low as possible.
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#if defined(GODOT_USE_TRACY)
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// Use the tracy profiler.
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#define TRACY_ENABLE
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#include <tracy/Tracy.hpp>
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// Define tracing macros.
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#define GodotProfileFrameMark FrameMark
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#define GodotProfileZone(m_zone_name) ZoneNamedN(GD_UNIQUE_NAME(__godot_tracy_szone_), m_zone_name, true)
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#define GodotProfileZoneGroupedFirst(m_group_name, m_zone_name) ZoneNamedN(__godot_tracy_zone_##m_group_name, m_zone_name, true)
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#define GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name) __godot_tracy_zone_##m_group_name.~ScopedZone();
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#ifndef TRACY_CALLSTACK
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#define GodotProfileZoneGrouped(m_group_name, m_zone_name) \
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GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name); \
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static constexpr tracy::SourceLocationData TracyConcat(__tracy_source_location, TracyLine){ m_zone_name, TracyFunction, TracyFile, (uint32_t)TracyLine, 0 }; \
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new (&__godot_tracy_zone_##m_group_name) tracy::ScopedZone(&TracyConcat(__tracy_source_location, TracyLine), true)
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#else
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#define GodotProfileZoneGrouped(m_group_name, m_zone_name) \
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GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name); \
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static constexpr tracy::SourceLocationData TracyConcat(__tracy_source_location, TracyLine){ m_zone_name, TracyFunction, TracyFile, (uint32_t)TracyLine, 0 }; \
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new (&__godot_tracy_zone_##m_group_name) tracy::ScopedZone(&TracyConcat(__tracy_source_location, TracyLine), TRACY_CALLSTACK, true)
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#endif
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// Memory allocation
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#define GodotProfileAlloc(m_ptr, m_size) TracyAlloc(m_ptr, m_size)
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#define GodotProfileFree(m_ptr) TracyFree(m_ptr)
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void godot_init_profiler();
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#elif defined(GODOT_USE_PERFETTO)
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// Use the perfetto profiler.
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#include <perfetto.h>
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PERFETTO_DEFINE_CATEGORIES(
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perfetto::Category("godot")
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.SetDescription("All Godot Events"), );
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// See PERFETTO_INTERNAL_SCOPED_EVENT_FINALIZER
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struct PerfettoGroupedEventEnder {
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_FORCE_INLINE_ void _end_now() {
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TRACE_EVENT_END("godot");
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}
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_FORCE_INLINE_ ~PerfettoGroupedEventEnder() {
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_end_now();
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}
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};
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#define GodotProfileFrameMark // TODO
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#define GodotProfileZone(m_zone_name) TRACE_EVENT("godot", m_zone_name);
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#define GodotProfileZoneGroupedFirst(m_group_name, m_zone_name) \
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TRACE_EVENT_BEGIN("godot", m_zone_name); \
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PerfettoGroupedEventEnder __godot_perfetto_zone_##m_group_name
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#define GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name) __godot_perfetto_zone_##m_group_name.~PerfettoGroupedEventEnder()
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#define GodotProfileZoneGrouped(m_group_name, m_zone_name) \
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__godot_perfetto_zone_##m_group_name._end_now(); \
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TRACE_EVENT_BEGIN("godot", m_zone_name);
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#define GodotProfileAlloc(m_ptr, m_size)
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#define GodotProfileFree(m_ptr)
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void godot_init_profiler();
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#else
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// No profiling; all macros are stubs.
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void godot_init_profiler();
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// Tell the profiling backend that a new frame has started.
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#define GodotProfileFrameMark
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// Defines a profile zone from here to the end of the scope.
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#define GodotProfileZone(m_zone_name)
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// Defines a profile zone group. The first profile zone starts immediately,
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// and ends either when the next zone starts, or when the scope ends.
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#define GodotProfileZoneGroupedFirst(m_group_name, m_zone_name)
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// End the profile zone group's current profile zone now.
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#define GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name)
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// Replace the profile zone group's current profile zone.
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// The new zone ends either when the next zone starts, or when the scope ends.
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#define GodotProfileZoneGrouped(m_group_name, m_zone_name)
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// Tell the profiling backend that an allocation happened, with its location and size.
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#define GodotProfileAlloc(m_ptr, m_size)
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// Tell the profiling backend that an allocation was freed.
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// There must be a one to one correspondence of GodotProfileAlloc and GodotProfileFree calls.
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#define GodotProfileFree(m_ptr)
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#endif
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