353 lines
11 KiB
C++
353 lines
11 KiB
C++
/**
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* @file llfasttimer.h
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* @brief Declaration of a fast timer.
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*
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* $LicenseInfo:firstyear=2004&license=viewergpl$
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*
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* Copyright (c) 2004-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_FASTTIMER_H
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#define LL_FASTTIMER_H
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#include "llinstancetracker.h"
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#define FAST_TIMER_ON 1
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U64 get_cpu_clock_count();
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class LLMutex;
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#include <queue>
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#include "llsd.h"
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class LLFastTimer
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{
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public:
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// stores a "named" timer instance to be reused via multiple LLFastTimer stack instances
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class NamedTimer
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: public LLInstanceTracker<NamedTimer>
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{
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public:
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~NamedTimer();
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enum { HISTORY_NUM = 60 };
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const std::string& getName() { return mName; }
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NamedTimer* getParent() { return mParent; }
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void setParent(NamedTimer* parent);
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S32 getDepth();
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std::string getToolTip(S32 history_index = -1);
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typedef std::vector<NamedTimer*>::const_iterator child_const_iter;
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child_const_iter beginChildren();
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child_const_iter endChildren();
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std::vector<NamedTimer*>& getChildren();
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void setCollapsed(bool collapsed) { mCollapsed = collapsed; }
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bool getCollapsed() { return mCollapsed; }
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U64 getCountAverage() { return mCountAverage; }
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U64 getCallAverage() { return mCallAverage; }
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U64 getHistoricalCount(S32 history_index = 0);
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U64 getHistoricalCalls(S32 history_index = 0);
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static NamedTimer& getRootNamedTimer();
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struct FrameState
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{
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FrameState(NamedTimer* timerp);
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U64 mSelfTimeCounter;
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U64 mLastStartTime; // most recent time when this timer was started
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U32 mCalls;
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FrameState* mParent; // info for caller timer
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FrameState* mLastCaller; // used to bootstrap tree construction
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NamedTimer* mTimer;
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U16 mActiveCount; // number of timers with this ID active on stack
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bool mMoveUpTree; // needs to be moved up the tree of timers at the end of frame
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};
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FrameState& getFrameStateFast() const
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{
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return (*sTimerInfos)[mFrameStateIndex];
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}
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S32 getFrameStateIndex() const { return mFrameStateIndex; }
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FrameState& getFrameState() const;
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private:
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friend class LLFastTimer;
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friend class NamedTimerFactory;
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//
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// methods
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//
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NamedTimer(const std::string& name);
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// recursive call to gather total time from children
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static void accumulateTimings();
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// called once per frame by LLFastTimer
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static void processFrame();
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static void buildHierarchy();
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static void resetFrame();
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static void reset();
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typedef std::vector<FrameState> info_list_t;
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static info_list_t& getFrameStateList();
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static void createFrameStateList(); // must call before any call to getFrameStateList()
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//
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// members
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//
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S32 mFrameStateIndex;
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std::string mName;
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U64 mTotalTimeCounter;
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U64 mCountAverage;
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U64 mCallAverage;
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U64* mCountHistory;
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U64* mCallHistory;
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// tree structure
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NamedTimer* mParent; // NamedTimer of caller(parent)
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std::vector<NamedTimer*> mChildren;
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bool mCollapsed; // don't show children
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bool mNeedsSorting; // sort children whenever child added
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static info_list_t* sTimerInfos;
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};
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// used to statically declare a new named timer
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class DeclareTimer
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{
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public:
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DeclareTimer(const std::string& name, bool open);
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DeclareTimer(const std::string& name);
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// convertable to NamedTimer::FrameState for convenient usage of LLFastTimer(declared_timer)
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operator NamedTimer::FrameState&() { return mNamedTimer.getFrameStateFast(); }
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private:
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NamedTimer& mNamedTimer;
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};
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static DeclareTimer FTM_ARRANGE;
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static DeclareTimer FTM_ATTACHMENT_UPDATE;
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static DeclareTimer FTM_AUDIO_UPDATE;
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static DeclareTimer FTM_AUTO_SELECT;
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static DeclareTimer FTM_AVATAR_UPDATE;
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static DeclareTimer FTM_CLEANUP;
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static DeclareTimer FTM_CLIENT_COPY;
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static DeclareTimer FTM_CREATE_OBJECT;
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static DeclareTimer FTM_CULL;
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static DeclareTimer FTM_CULL_REBOUND;
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static DeclareTimer FTM_FILTER;
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static DeclareTimer FTM_FLEXIBLE_UPDATE;
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static DeclareTimer FTM_FRAME;
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static DeclareTimer FTM_FRUSTUM_CULL;
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static DeclareTimer FTM_GEN_FLEX;
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static DeclareTimer FTM_GEN_TRIANGLES;
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static DeclareTimer FTM_GEN_VOLUME;
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static DeclareTimer FTM_GEO_SKY;
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static DeclareTimer FTM_GEO_UPDATE;
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static DeclareTimer FTM_HUD_EFFECTS;
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static DeclareTimer FTM_HUD_UPDATE;
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static DeclareTimer FTM_IDLE;
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static DeclareTimer FTM_IDLE_CB;
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static DeclareTimer FTM_IDLE_NETWORK;
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static DeclareTimer FTM_IMAGE_CREATE;
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static DeclareTimer FTM_IMAGE_MARK_DIRTY;
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static DeclareTimer FTM_IMAGE_UPDATE;
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static DeclareTimer FTM_INVENTORY;
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static DeclareTimer FTM_JOINT_UPDATE;
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static DeclareTimer FTM_KEYHANDLER;
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static DeclareTimer FTM_LOAD_AVATAR;
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static DeclareTimer FTM_LOD_UPDATE;
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static DeclareTimer FTM_MESSAGES;
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static DeclareTimer FTM_MOUSEHANDLER;
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static DeclareTimer FTM_NETWORK;
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static DeclareTimer FTM_OBJECTLIST_UPDATE;
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static DeclareTimer FTM_OCCLUSION_READBACK;
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static DeclareTimer FTM_OCTREE_BALANCE;
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static DeclareTimer FTM_PICK;
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static DeclareTimer FTM_PIPELINE;
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static DeclareTimer FTM_POOLRENDER;
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static DeclareTimer FTM_POOLS;
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static DeclareTimer FTM_PROCESS_IMAGES;
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static DeclareTimer FTM_PROCESS_MESSAGES;
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static DeclareTimer FTM_PROCESS_OBJECTS;
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static DeclareTimer FTM_PUMP;
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static DeclareTimer FTM_REBUILD_GRASS_VB;
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static DeclareTimer FTM_REBUILD_PARTICLE_VB;
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static DeclareTimer FTM_REBUILD_TERRAIN_VB;
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static DeclareTimer FTM_REBUILD_VBO;
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static DeclareTimer FTM_REBUILD_VOLUME_VB;
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static DeclareTimer FTM_REFRESH;
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static DeclareTimer FTM_REGION_UPDATE;
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static DeclareTimer FTM_RENDER;
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static DeclareTimer FTM_RENDER_ALPHA;
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static DeclareTimer FTM_RENDER_BLOOM;
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static DeclareTimer FTM_RENDER_BLOOM_FBO;
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static DeclareTimer FTM_RENDER_BUMP;
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static DeclareTimer FTM_RENDER_CHARACTERS;
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static DeclareTimer FTM_RENDER_FAKE_VBO_UPDATE;
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static DeclareTimer FTM_RENDER_FONTS;
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static DeclareTimer FTM_RENDER_FULLBRIGHT;
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static DeclareTimer FTM_RENDER_GEOMETRY;
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static DeclareTimer FTM_RENDER_GLOW;
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static DeclareTimer FTM_RENDER_GRASS;
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static DeclareTimer FTM_RENDER_INVISIBLE;
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static DeclareTimer FTM_RENDER_OCCLUSION;
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static DeclareTimer FTM_RENDER_SHINY;
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static DeclareTimer FTM_RENDER_SIMPLE;
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static DeclareTimer FTM_RENDER_TERRAIN;
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static DeclareTimer FTM_RENDER_TREES;
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static DeclareTimer FTM_RENDER_UI;
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static DeclareTimer FTM_RENDER_WATER;
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static DeclareTimer FTM_RENDER_WL_SKY;
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static DeclareTimer FTM_RESET_DRAWORDER;
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static DeclareTimer FTM_SHADOW_ALPHA;
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static DeclareTimer FTM_SHADOW_AVATAR;
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static DeclareTimer FTM_SHADOW_RENDER;
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static DeclareTimer FTM_SHADOW_SIMPLE;
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static DeclareTimer FTM_SHADOW_TERRAIN;
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static DeclareTimer FTM_SHADOW_TREE;
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static DeclareTimer FTM_SIMULATE_PARTICLES;
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static DeclareTimer FTM_SLEEP;
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static DeclareTimer FTM_SORT;
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static DeclareTimer FTM_STATESORT;
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static DeclareTimer FTM_STATESORT_DRAWABLE;
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static DeclareTimer FTM_STATESORT_POSTSORT;
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static DeclareTimer FTM_SWAP;
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static DeclareTimer FTM_TEMP1;
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static DeclareTimer FTM_TEMP2;
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static DeclareTimer FTM_TEMP3;
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static DeclareTimer FTM_TEMP4;
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static DeclareTimer FTM_TEMP5;
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static DeclareTimer FTM_TEMP6;
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static DeclareTimer FTM_TEMP7;
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static DeclareTimer FTM_TEMP8;
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static DeclareTimer FTM_UPDATE_ANIMATION;
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static DeclareTimer FTM_UPDATE_AVATAR;
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static DeclareTimer FTM_UPDATE_CLOUDS;
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static DeclareTimer FTM_UPDATE_GRASS;
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static DeclareTimer FTM_UPDATE_MOVE;
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static DeclareTimer FTM_UPDATE_PARTICLES;
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static DeclareTimer FTM_UPDATE_PRIMITIVES;
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static DeclareTimer FTM_UPDATE_SKY;
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static DeclareTimer FTM_UPDATE_TERRAIN;
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static DeclareTimer FTM_UPDATE_TEXTURES;
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static DeclareTimer FTM_UPDATE_TREE;
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static DeclareTimer FTM_UPDATE_WATER;
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static DeclareTimer FTM_UPDATE_WLPARAM;
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static DeclareTimer FTM_VFILE_WAIT;
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static DeclareTimer FTM_WORLD_UPDATE;
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public:
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enum RootTimerMarker { ROOT };
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static LLMutex* sLogLock;
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static std::queue<LLSD> sLogQueue;
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static BOOL sLog;
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static BOOL sMetricLog;
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LLFastTimer(RootTimerMarker);
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LLFastTimer(NamedTimer::FrameState& timer)
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: mFrameState(&timer)
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{
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NamedTimer::FrameState* frame_state = mFrameState;
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frame_state->mLastStartTime = get_cpu_clock_count();
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mStartSelfTime = frame_state->mLastStartTime;
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frame_state->mActiveCount++;
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frame_state->mCalls++;
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// keep current parent as long as it is active when we are
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frame_state->mMoveUpTree |= (frame_state->mParent->mActiveCount == 0);
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mLastTimer = sCurTimer;
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sCurTimer = this;
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}
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~LLFastTimer()
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{
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#if FAST_TIMER_ON
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NamedTimer::FrameState* frame_state = mFrameState;
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U64 cur_time = get_cpu_clock_count();
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frame_state->mSelfTimeCounter += cur_time - mStartSelfTime;
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frame_state->mActiveCount--;
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LLFastTimer* last_timer = mLastTimer;
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sCurTimer = last_timer;
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// store last caller to bootstrap tree creation
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frame_state->mLastCaller = last_timer->mFrameState;
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// we are only tracking self time, so subtract our total time delta from parents
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U64 total_time = cur_time - frame_state->mLastStartTime;
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last_timer->mStartSelfTime += total_time;
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#endif
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}
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// call this once a frame to reset timers
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static void nextFrame();
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// call this to reset timer hierarchy, averages, etc.
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static void reset();
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static U64 countsPerSecond();
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static S32 getLastFrameIndex() { return sLastFrameIndex; }
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static S32 getCurFrameIndex() { return sCurFrameIndex; }
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static void writeLog(std::ostream& os);
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public:
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static bool sPauseHistory;
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static bool sResetHistory;
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private:
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typedef std::vector<LLFastTimer*> timer_stack_t;
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static LLFastTimer* sCurTimer;
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static S32 sCurFrameIndex;
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static S32 sLastFrameIndex;
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static F64 sCPUClockFrequency;
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U64 mStartSelfTime; // start time + time of all child timers
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NamedTimer::FrameState* mFrameState;
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LLFastTimer* mLastTimer;
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};
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#endif // LL_LLFASTTIMER_H
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