2018-07-19 19:17:07 +00:00
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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2018-10-30 17:22:57 +00:00
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/** @file framerate_type.h
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* Types for recording game performance data.
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2018-10-27 16:04:40 +00:00
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*
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* @par Adding new measurements
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* Adding a new measurement requires multiple steps, which are outlined here.
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* The first thing to do is add a new member of the #PerformanceElement enum.
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* It must be added before \c PFE_MAX and should be added in a logical place.
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* For example, an element of the game loop would be added next to the other game loop elements, and a rendering element next to the other rendering elements.
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*
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* @par
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* Second is adding a member to the \link anonymous_namespace{framerate_gui.cpp}::_pf_data _pf_data \endlink array, in the same position as the new #PerformanceElement member.
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*
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* @par
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* Third is adding strings for the new element. There is an array in #ConPrintFramerate with strings used for the console command.
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* Additionally, there are two sets of strings in \c english.txt for two GUI uses, also in the #PerformanceElement order.
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* Search for \c STR_FRAMERATE_GAMELOOP and \c STR_FRAMETIME_CAPTION_GAMELOOP in \c english.txt to find those.
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*
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* @par
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* Last is actually adding the measurements. There are two ways to measure, either one-shot (a single function/block handling all processing),
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* or as an accumulated element (multiple functions/blocks that need to be summed across each frame/tick).
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* Use either the PerformanceMeasurer or the PerformanceAccumulator class respectively for the two cases.
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* Either class is used by instantiating an object of it at the beginning of the block to be measured, so it auto-destructs at the end of the block.
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* For PerformanceAccumulator, make sure to also call PerformanceAccumulator::Reset once at the beginning of a new frame. Usually the StateGameLoop function is appropriate for this.
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*
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2018-10-30 17:22:57 +00:00
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* @see framerate_gui.cpp for implementation
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*/
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#ifndef FRAMERATE_TYPE_H
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#define FRAMERATE_TYPE_H
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2018-07-19 19:17:07 +00:00
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#include "stdafx.h"
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#include "core/enum_type.hpp"
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2018-10-27 16:04:40 +00:00
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/**
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* Elements of game performance that can be measured.
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*
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* @note When adding new elements here, make sure to also update all other locations depending on the length and order of this enum.
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* See <em>Adding new measurements</em> above.
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*/
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2018-07-19 19:17:07 +00:00
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enum PerformanceElement {
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PFE_FIRST = 0,
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PFE_GAMELOOP = 0, ///< Speed of gameloop processing.
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PFE_GL_ECONOMY, ///< Time spent processing cargo movement
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PFE_GL_TRAINS, ///< Time spent processing trains
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PFE_GL_ROADVEHS, ///< Time spend processing road vehicles
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PFE_GL_SHIPS, ///< Time spent processing ships
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PFE_GL_AIRCRAFT, ///< Time spent processing aircraft
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PFE_GL_LANDSCAPE, ///< Time spent processing other world features
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PFE_GL_LINKGRAPH, ///< Time spent waiting for link graph background jobs
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PFE_DRAWING, ///< Speed of drawing world and GUI.
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PFE_DRAWWORLD, ///< Time spent drawing world viewports in GUI
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PFE_VIDEO, ///< Speed of painting drawn video buffer.
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PFE_SOUND, ///< Speed of mixing audio samples
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2019-02-04 00:26:55 +00:00
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PFE_ALLSCRIPTS, ///< Sum of all GS/AI scripts
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PFE_GAMESCRIPT, ///< Game script execution
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PFE_AI0, ///< AI execution for player slot 1
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PFE_AI1, ///< AI execution for player slot 2
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PFE_AI2, ///< AI execution for player slot 3
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PFE_AI3, ///< AI execution for player slot 4
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PFE_AI4, ///< AI execution for player slot 5
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PFE_AI5, ///< AI execution for player slot 6
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PFE_AI6, ///< AI execution for player slot 7
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PFE_AI7, ///< AI execution for player slot 8
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PFE_AI8, ///< AI execution for player slot 9
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PFE_AI9, ///< AI execution for player slot 10
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PFE_AI10, ///< AI execution for player slot 11
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PFE_AI11, ///< AI execution for player slot 12
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PFE_AI12, ///< AI execution for player slot 13
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PFE_AI13, ///< AI execution for player slot 14
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PFE_AI14, ///< AI execution for player slot 15
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PFE_MAX, ///< End of enum, must be last.
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};
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DECLARE_POSTFIX_INCREMENT(PerformanceElement)
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2018-10-27 16:04:40 +00:00
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/** Type used to hold a performance timing measurement */
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2018-07-19 19:17:07 +00:00
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typedef uint64 TimingMeasurement;
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/**
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* RAII class for measuring simple elements of performance.
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* Construct an object with the appropriate element parameter when processing begins,
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* time is automatically taken when the object goes out of scope again.
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2018-10-27 16:04:40 +00:00
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*
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* Call Paused at the start of a frame if the processing of this element is paused.
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2018-07-19 19:17:07 +00:00
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*/
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class PerformanceMeasurer {
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PerformanceElement elem;
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TimingMeasurement start_time;
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public:
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PerformanceMeasurer(PerformanceElement elem);
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~PerformanceMeasurer();
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void SetExpectedRate(double rate);
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2019-02-04 00:26:55 +00:00
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static void SetInactive(PerformanceElement elem);
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2018-07-19 19:17:07 +00:00
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static void Paused(PerformanceElement elem);
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};
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/**
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* RAII class for measuring multi-step elements of performance.
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* At the beginning of a frame, call Reset on the element, then construct an object in the scope where
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* each processing cycle happens. The measurements are summed between resets.
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2018-10-27 16:04:40 +00:00
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*
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* Usually StateGameLoop is an appropriate function to place Reset calls in, but for elements with
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* more isolated scopes it can also be appropriate to Reset somewhere else.
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* An example is the CallVehicleTicks function where all the vehicle type elements are reset.
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*
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* The PerformanceMeasurer::Paused function can also be used with elements otherwise measured with this class.
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2018-07-19 19:17:07 +00:00
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*/
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class PerformanceAccumulator {
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PerformanceElement elem;
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TimingMeasurement start_time;
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public:
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PerformanceAccumulator(PerformanceElement elem);
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~PerformanceAccumulator();
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static void Reset(PerformanceElement elem);
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};
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void ShowFramerateWindow();
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2023-01-29 08:28:24 +00:00
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void ProcessPendingPerformanceMeasurements();
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2018-07-19 19:17:07 +00:00
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2018-10-30 17:22:57 +00:00
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#endif /* FRAMERATE_TYPE_H */
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