using System;
namespace Ryujinx.Profiler
{
public struct ProfileConfig : IEquatable<ProfileConfig>
public string Category;
public string SessionGroup;
public string SessionItem;
public int Level;
// Private cached variables
private string _cachedTag;
private string _cachedSession;
private string _cachedSearch;
// Public helpers to get config in more user friendly format,
// Cached because they never change and are called often
public string Search
get
if (_cachedSearch == null)
_cachedSearch = $"{Category}.{SessionGroup}.{SessionItem}";
}
return _cachedSearch;
public string Tag
if (_cachedTag == null)
_cachedTag = $"{Category}{(Session == "" ? "" : $" ({Session})")}";
return _cachedTag;
public string Session
if (_cachedSession == null)
if (SessionGroup != null && SessionItem != null)
_cachedSession = $"{SessionGroup}: {SessionItem}";
else if (SessionGroup != null)
_cachedSession = $"{SessionGroup}";
else if (SessionItem != null)
_cachedSession = $"---: {SessionItem}";
else
_cachedSession = "";
return _cachedSession;
/// <summary>
/// The default comparison is far too slow for the number of comparisons needed because it doesn't know what's important to compare
/// </summary>
/// <param name="obj">Object to compare to</param>
/// <returns></returns>
public bool Equals(ProfileConfig cmpObj)
// Order here is important.
// Multiple entries with the same item is considerable less likely that multiple items with the same group.
// Likewise for group and category.
return (cmpObj.SessionItem == SessionItem &&
cmpObj.SessionGroup == SessionGroup &&
cmpObj.Category == Category);
/// Predefined configs to make profiling easier,
/// nested so you can reference as Profiles.Category.Group.Item where item and group may be optional
public static class Profiles
public static class CPU
public static ProfileConfig TranslateTier0 = new ProfileConfig()
Category = "CPU",
SessionGroup = "TranslateTier0"
};
public static ProfileConfig TranslateTier1 = new ProfileConfig()
SessionGroup = "TranslateTier1"
public static class Input
public static ProfileConfig ControllerInput = new ProfileConfig
Category = "Input",
SessionGroup = "ControllerInput"
public static ProfileConfig TouchInput = new ProfileConfig
SessionGroup = "TouchInput"
public static class GPU
public static class Engine2d
public static ProfileConfig TextureCopy = new ProfileConfig()
Category = "GPU.Engine2D",
SessionGroup = "TextureCopy"
public static class Engine3d
public static ProfileConfig CallMethod = new ProfileConfig()
Category = "GPU.Engine3D",
SessionGroup = "CallMethod",
public static ProfileConfig VertexEnd = new ProfileConfig()
SessionGroup = "VertexEnd"
public static ProfileConfig ClearBuffers = new ProfileConfig()
SessionGroup = "ClearBuffers"
public static ProfileConfig SetFrameBuffer = new ProfileConfig()
SessionGroup = "SetFrameBuffer",
public static ProfileConfig SetZeta = new ProfileConfig()
SessionGroup = "SetZeta"
public static ProfileConfig UploadShaders = new ProfileConfig()
SessionGroup = "UploadShaders"
public static ProfileConfig UploadTextures = new ProfileConfig()
SessionGroup = "UploadTextures"
public static ProfileConfig UploadTexture = new ProfileConfig()
SessionGroup = "UploadTexture"
public static ProfileConfig UploadConstBuffers = new ProfileConfig()
SessionGroup = "UploadConstBuffers"
public static ProfileConfig UploadVertexArrays = new ProfileConfig()
SessionGroup = "UploadVertexArrays"
public static ProfileConfig ConfigureState = new ProfileConfig()
SessionGroup = "ConfigureState"
public static class EngineM2mf
Category = "GPU.EngineM2mf",
public static ProfileConfig Execute = new ProfileConfig()
SessionGroup = "Execute",
public static class EngineP2mf
Category = "GPU.EngineP2mf",
public static ProfileConfig PushData = new ProfileConfig()
SessionGroup = "PushData",
public static class Shader
public static ProfileConfig Decompile = new ProfileConfig()
Category = "GPU.Shader",
SessionGroup = "Decompile",
public static ProfileConfig ServiceCall = new ProfileConfig()
Category = "ServiceCall",