godot/core/profiling/profiling.h

229 lines
11 KiB
C++

/**************************************************************************/
/* 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 "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.
#include "core/string/string_name.h"
#define TRACY_ENABLE
#include <tracy/Tracy.hpp>
// Hijacking the tracy namespace so we can use their macros.
namespace tracy {
const SourceLocationData *intern_source_location(const void *p_function_ptr, const StringName &p_file, const StringName &p_function, const StringName &p_name, uint32_t p_line, bool p_is_script);
} //namespace tracy
// 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
#define GodotProfileZoneScript(m_ptr, m_file, m_function, m_name, m_line) \
tracy::ScopedZone __godot_tracy_script(tracy::intern_source_location(m_ptr, m_file, m_function, m_name, m_line, true))
#define GodotProfileZoneScriptSystemCall(m_ptr, m_file, m_function, m_name, m_line) \
tracy::ScopedZone __godot_tracy_zone_system_call(tracy::intern_source_location(m_ptr, m_file, m_function, m_name, m_line, false))
// Memory allocation
#ifdef GODOT_PROFILER_TRACK_MEMORY
#define GodotProfileAlloc(m_ptr, m_size) \
GODOT_GCC_WARNING_PUSH_AND_IGNORE("-Wmaybe-uninitialized") \
TracyAlloc(m_ptr, m_size); \
GODOT_GCC_WARNING_POP
#define GodotProfileFree(m_ptr) TracyFree(m_ptr)
#else
#define GodotProfileAlloc(m_ptr, m_size)
#define GodotProfileFree(m_ptr)
#endif
void godot_init_profiler();
void godot_cleanup_profiler();
#elif defined(GODOT_USE_PERFETTO)
// Use the perfetto profiler.
#include <perfetto.h>
#include "core/typedefs.h"
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 GodotProfileZoneScript(m_ptr, m_file, m_function, m_name, m_line)
#define GodotProfileZoneScriptSystemCall(m_ptr, m_file, m_function, m_name, m_line)
#define GodotProfileAlloc(m_ptr, m_size)
#define GodotProfileFree(m_ptr)
void godot_init_profiler();
void godot_cleanup_profiler();
#elif defined(GODOT_USE_INSTRUMENTS)
#include <os/log.h>
#include <os/signpost.h>
namespace apple::instruments {
extern os_log_t LOG;
extern os_log_t LOG_TRACING;
typedef void (*DeferFunc)();
class Defer {
public:
explicit Defer(DeferFunc p_fn) :
_fn(p_fn) {}
~Defer() {
_fn();
}
private:
DeferFunc _fn;
};
} // namespace apple::instruments
#define GodotProfileFrameMark \
os_signpost_event_emit(apple::instruments::LOG, OS_SIGNPOST_ID_EXCLUSIVE, "Frame");
#define GodotProfileZoneGroupedFirst(m_group_name, m_zone_name) \
os_signpost_interval_begin(apple::instruments::LOG_TRACING, OS_SIGNPOST_ID_EXCLUSIVE, m_zone_name); \
apple::instruments::DeferFunc _GD_VARNAME_CONCAT_(defer__fn, _, m_group_name) = []() { \
os_signpost_interval_end(apple::instruments::LOG_TRACING, OS_SIGNPOST_ID_EXCLUSIVE, m_zone_name); \
}; \
apple::instruments::Defer _GD_VARNAME_CONCAT_(__instruments_defer_zone_end__, _, m_group_name)(_GD_VARNAME_CONCAT_(defer__fn, _, m_group_name));
#define GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name) \
_GD_VARNAME_CONCAT_(__instruments_defer_zone_end__, _, m_group_name).~Defer();
#define GodotProfileZoneGrouped(m_group_name, m_zone_name) \
GodotProfileZoneGroupedEndEarly(m_group_name, m_zone_name); \
os_signpost_interval_begin(apple::instruments::LOG_TRACING, OS_SIGNPOST_ID_EXCLUSIVE, m_zone_name); \
_GD_VARNAME_CONCAT_(defer__fn, _, m_group_name) = []() { \
os_signpost_interval_end(apple::instruments::LOG_TRACING, OS_SIGNPOST_ID_EXCLUSIVE, m_zone_name); \
}; \
new (&_GD_VARNAME_CONCAT_(__instruments_defer_zone_end__, _, m_group_name)) apple::instruments::Defer(_GD_VARNAME_CONCAT_(defer__fn, _, m_group_name));
#define GodotProfileZone(m_zone_name) \
GodotProfileZoneGroupedFirst(__COUNTER__, m_zone_name)
#define GodotProfileZoneScript(m_ptr, m_file, m_function, m_name, m_line)
#define GodotProfileZoneScriptSystemCall(m_ptr, m_file, m_function, m_name, m_line)
// Instruments has its own memory profiling, so these are no-ops.
#define GodotProfileAlloc(m_ptr, m_size)
#define GodotProfileFree(m_ptr)
void godot_init_profiler();
void godot_cleanup_profiler();
#else
// No profiling; all macros are stubs.
void godot_init_profiler();
void godot_cleanup_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)
// Define a zone for a script call (dynamic source location).
// m_ptr is a pointer to the function instance, which will be used for the lookup.
// m_file, m_function, m_name are StringNames, and m_line is uint32_t
#define GodotProfileZoneScript(m_ptr, m_file, m_function, m_name, m_line)
// Define a zone for a system call from a script (dynamic source location).
#define GodotProfileZoneScriptSystemCall(m_ptr, m_file, m_function, m_name, m_line)
#endif