mirror of
https://github.com/ryujinx-mirror/ryujinx.git
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92c1726647
* Profiler initial setup * Capture actual timing data * Profiling data dumped to file on close * Support for multiple sessions under the same name * Service profiling * Sort output for easier read * csv output * Split session into 2 seperate values * Refactor name to category * Basic profiling window dummy. Toggle with F1 or set key with config No actual data displayed yet, just a pretty triangle * Simple font rendering * Display some actual timing data * Fix font bearing being ignored * x bearing and advance. Fixed y bearing calc * Different coloured lines to make reading easier * Scrolling * Multiple columns for name * Column titles * display in ms rather than ticks * Bars to display times * Sortable columns * Regex filtering * Better instant timing calculation Fixed minor regex bug * Better filtering Better max value calculation Skip some rendering to reduce profiler weight * Variable update rate * Show/hide inactive button Some other touchups * Add missing project reference * Hide inactive and pause * Fix viewport errors * Update initial window position * Variable name cleanup * Disable timing dump by default * Internal Profile refactor and cleanup * Timing info cleanup * Profile config cleanup * Settings cleanup * Button refactor * Profile refactor * Profile window cleanup * Window manager refactor * Font service cleanup * Fixed bug in profiling method where method was called twice without profiling enabled * Allow update rates of less than 1hz * Stop using window.run because it's apparently not great for performance. Some other performance things, should only draw a new frame when something has changed * Improved time tracking to keep history * Profile window was getting too long so I added regions and split bar rendering out into partial class * Dummy graph view with button to toggle * Realtime graphing initial commit * Display totals on new bar * Simple zooming support with arrow keys * Limit graph zoom and label start and stop * Added support for timing flags * Stop data running away when paused and frame updated * Manual step button * Update at when flag issued (ie every frame) * Removed useless finish profiling call * Enable and disable profiling at compile time. * Better plage for frame swap flag, also kept enough flags to cover larger time spans * No more stopwatches created, uses PerformanceCounter now * public and internal fields to props * Move visible update to update rather than draw as it causes a lockup if called from draw Also added profile window disposal so closing main window closes profiler too * Fixed optimization settings for profiled builds * Appveyer script guess to add profiling builds * Quotes * 1 less quote * Maybe escape space? * Specify config * Different approach * Fix file paths * Fix another path * Better artifact naming * Missing - * test string * Removed for, to test * readd for * moved dashes around so artifacts can begin with letters * quote env vars * martix * Removed configs * Much more efficient capture, ConcurrentDictionary was causing too much overhead * Skip repeating pixels during draw * Stop ram usage getting too high. Compensating for cleanup doing more now * Profile CPU, execute skipped because it's just too much work * Fixed bug with skipping draws. Furthest needed to be reset every loop * Less distracting colour for timing flags * Removed profile method function. It just doesn't play nice with conditional compilation so best to remove it now before it's used a lot * Profile vertex end * Null check for category, group and item * Forgot to reset instant count/time * Increment line when blank * Fix threading conflict Fixed instant count and time. Now accuratly represents the total time and count in the buffer * Fixed bug in time rendering where times were being trimmed to an int. Also added microsecond/millisecond formatting to reduce the number of decimal places needed * Profiled methods used by VertexEndGl * Texture 2d copy profiled * Support for multiple profiling levels * Sometimes it would have to wait a long time for lock to clear so moved it to a tryenter and skip if already locked * Dumb bug regarding clearing of timestamps. Start is already removed so no need to add it to the start * Optimisations in drawing routine: Only calculate bar top and bottom once per bar rather than once per timestamp Pre-calculate the right side of the graph as it was being calculated multiple times per bar Skip rendering timestamps that occupy the same pixel space now uses the raw timestamp to decide. While technically not as accurate it's much easier as the right side of the bar doesn't have to be calculated for a skipped timestamp * Couple alignment changes * Engine 3d call method profiled * Custom equals overload for profile config. The default implpmentation was just too slow * Bump cleanup thread priority. It clears the timer queue so it need to be run frequently * Fixed bug with scrolling caused by recent rendering optimisations. Simply forgot to increment the line index on a skipped line * Stopped blocking memory disposal so much. Also parralised(?) cleanup call * Profiled M2mf, P2mf and shader compilation * Missing file * Removed deprecated config * Removed legacy npaddebug * Using statement no longer needed * Apply suggestions from AcK Co-Authored-By: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-Authored-By: Ac_K <Acoustik666@gmail.com>
239 lines
7.6 KiB
C#
239 lines
7.6 KiB
C#
using System;
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namespace Ryujinx.Profiler
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{
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public struct ProfileConfig : IEquatable<ProfileConfig>
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{
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public string Category;
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public string SessionGroup;
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public string SessionItem;
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public int Level;
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// Private cached variables
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private string _cachedTag;
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private string _cachedSession;
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private string _cachedSearch;
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// Public helpers to get config in more user friendly format,
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// Cached because they never change and are called often
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public string Search
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{
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get
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{
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if (_cachedSearch == null)
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{
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_cachedSearch = $"{Category}.{SessionGroup}.{SessionItem}";
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}
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return _cachedSearch;
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}
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}
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public string Tag
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{
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get
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{
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if (_cachedTag == null)
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_cachedTag = $"{Category}{(Session == "" ? "" : $" ({Session})")}";
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return _cachedTag;
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}
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}
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public string Session
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{
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get
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{
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if (_cachedSession == null)
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{
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if (SessionGroup != null && SessionItem != null)
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{
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_cachedSession = $"{SessionGroup}: {SessionItem}";
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}
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else if (SessionGroup != null)
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{
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_cachedSession = $"{SessionGroup}";
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}
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else if (SessionItem != null)
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{
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_cachedSession = $"---: {SessionItem}";
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}
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else
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{
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_cachedSession = "";
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}
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}
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return _cachedSession;
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}
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}
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/// <summary>
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/// The default comparison is far too slow for the number of comparisons needed because it doesn't know what's important to compare
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/// </summary>
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/// <param name="obj">Object to compare to</param>
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/// <returns></returns>
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public bool Equals(ProfileConfig cmpObj)
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{
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// Order here is important.
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// Multiple entries with the same item is considerable less likely that multiple items with the same group.
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// Likewise for group and category.
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return (cmpObj.SessionItem == SessionItem &&
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cmpObj.SessionGroup == SessionGroup &&
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cmpObj.Category == Category);
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}
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}
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/// <summary>
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/// Predefined configs to make profiling easier,
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/// nested so you can reference as Profiles.Category.Group.Item where item and group may be optional
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/// </summary>
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public static class Profiles
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{
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public static class CPU
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{
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public static ProfileConfig TranslateTier0 = new ProfileConfig()
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{
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Category = "CPU",
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SessionGroup = "TranslateTier0"
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};
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public static ProfileConfig TranslateTier1 = new ProfileConfig()
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{
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Category = "CPU",
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SessionGroup = "TranslateTier1"
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};
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}
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public static class GPU
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{
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public static class Engine2d
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{
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public static ProfileConfig TextureCopy = new ProfileConfig()
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{
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Category = "GPU.Engine2D",
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SessionGroup = "TextureCopy"
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};
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}
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public static class Engine3d
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{
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public static ProfileConfig CallMethod = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "CallMethod",
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};
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public static ProfileConfig VertexEnd = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "VertexEnd"
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};
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public static ProfileConfig ClearBuffers = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "ClearBuffers"
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};
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public static ProfileConfig SetFrameBuffer = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "SetFrameBuffer",
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};
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public static ProfileConfig SetZeta = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "SetZeta"
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};
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public static ProfileConfig UploadShaders = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "UploadShaders"
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};
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public static ProfileConfig UploadTextures = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "UploadTextures"
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};
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public static ProfileConfig UploadTexture = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "UploadTexture"
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};
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public static ProfileConfig UploadConstBuffers = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "UploadConstBuffers"
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};
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public static ProfileConfig UploadVertexArrays = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "UploadVertexArrays"
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};
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public static ProfileConfig ConfigureState = new ProfileConfig()
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{
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Category = "GPU.Engine3D",
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SessionGroup = "ConfigureState"
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};
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}
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public static class EngineM2mf
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{
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public static ProfileConfig CallMethod = new ProfileConfig()
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{
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Category = "GPU.EngineM2mf",
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SessionGroup = "CallMethod",
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};
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public static ProfileConfig Execute = new ProfileConfig()
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{
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Category = "GPU.EngineM2mf",
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SessionGroup = "Execute",
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};
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}
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public static class EngineP2mf
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{
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public static ProfileConfig CallMethod = new ProfileConfig()
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{
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Category = "GPU.EngineP2mf",
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SessionGroup = "CallMethod",
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};
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public static ProfileConfig Execute = new ProfileConfig()
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{
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Category = "GPU.EngineP2mf",
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SessionGroup = "Execute",
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};
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public static ProfileConfig PushData = new ProfileConfig()
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{
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Category = "GPU.EngineP2mf",
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SessionGroup = "PushData",
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};
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}
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public static class Shader
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{
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public static ProfileConfig Decompile = new ProfileConfig()
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{
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Category = "GPU.Shader",
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SessionGroup = "Decompile",
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};
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}
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}
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public static ProfileConfig ServiceCall = new ProfileConfig()
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{
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Category = "ServiceCall",
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};
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}
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}
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