Continue to work on the profiler
This commit is contained in:
parent
88e680e8e7
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@ -10,10 +10,15 @@ SET(LIBRARY_OUTPUT_PATH lib/)
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# Options
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OPTION(COMPILE_EXAMPLES "Select this if you want to build the examples" OFF)
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OPTION(COMPILE_TESTS "Select this if you want to build the tests" OFF)
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OPTION(PROFILING_ENABLED "Select this if you want to compile with enabled profiling" OFF)
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# Headers
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INCLUDE_DIRECTORIES(src)
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IF (PROFILING_ENABLED)
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ADD_DEFINITIONS(-DIS_PROFILING_ACTIVE)
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ENDIF (PROFILING_ENABLED)
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# Library configuration
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file (
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GLOB_RECURSE
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@ -1 +1,141 @@
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/********************************************************************************
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* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
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* Copyright (c) 2010-2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifdef IS_PROFILING_ACTIVE
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// Libraries
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#include "Profiler.h"
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using namespace reactphysics3d;
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// Initialization of static variables
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ProfileNode Profiler::mRootNode("Root", NULL);
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ProfileNode* Profiler::mCurrentNode = &Profiler::mRootNode;
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uint Profiler::mFrameCounter = 0;
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// Constructor
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ProfileNode::ProfileNode(const char* name, ProfileNode* parentNode)
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:mName(name), mNbTotalCalls(0), mStartingTime(0), mTotalTime(0),
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mRecursionCounter(0), mParentNode(parentNode), mChildNode(NULL),
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mSiblingNode(NULL) {
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}
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// Destructor
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ProfileNode::~ProfileNode() {
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delete mChildNode;
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delete mSiblingNode;
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}
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// Return a pointer to a sub node with a given name
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ProfileNode* ProfileNode::findSubNode(const char* name) {
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// Try to find the node among the child nodes
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ProfileNode* child = mChildNode;
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while (child != NULL) {
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if (child->mName == name) {
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return child;
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}
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child = child->mSiblingNode;
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}
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// The nose has not been found. Therefore, we create it
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// and add it to the profiler tree
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ProfileNode* newNode = new ProfileNode(name, this);
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newNode->mSiblingNode = child;
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child = newNode;
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return newNode;
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}
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// Called when we enter the block of code corresponding to this profile node
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void ProfileNode::enterBlockOfCode() {
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mNbTotalCalls++;
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// If the current code is not called recursively
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if (mRecursionCounter == 0) {
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// Get the current system time to initialize the starting time of
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// the profiling of the current block of code
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mStartingTime = Timer::getCurrentSystemTime();
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}
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mRecursionCounter++;
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}
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// Called when we exit the block of code corresponding to this profile node
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bool ProfileNode::exitBlockOfCode() {
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mRecursionCounter--;
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if (mRecursionCounter == 0 && mNbTotalCalls != 0) {
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// Get the current system time
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long double currentTime = Timer::getCurrentSystemTime();
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// Increase the total elasped time in the current block of code
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mTotalTime += currentTime - mStartingTime;
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}
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// Return true if the current code is not recursing
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return (mRecursionCounter == 0);
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}
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// Method called when we want to start profiling a block of code.
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void Profiler::startProfilingBlock(const char* name) {
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// Look for the node in the tree that corresponds to the block of
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// code to profile
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if (name != mCurrentNode->getName()) {
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mCurrentNode = mCurrentNode->findSubNode(name);
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}
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// Start profile the node
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mCurrentNode->enterBlockOfCode();
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}
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// Method called at the end of the scope where the
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// startProfilingBlock() method has been called.
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void Profiler::stopProfilingBlock() {
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// Go to the parent node unless if the current block
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// of code is recursing
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if (mCurrentNode->exitBlockOfCode()) {
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mCurrentNode = mCurrentNode->getParentNode();
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}
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}
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// Return an iterator over the profiler tree starting at the root
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ProfileNodeIterator* Profiler::getIterator() {
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return new ProfileNodeIterator(&mRootNode);
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}
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// Print the report of the profiler in a given output stream
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void printReport(std::ostream& outputStream) {
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}
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#endif
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@ -26,7 +26,146 @@
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#ifndef PROFILER_H
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#define PROFILER_H
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#ifdef IS_PROFILING_ACTIVE
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// Libraries
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#include "../configuration.h"
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#include "Timer.h"
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Class ProfileNode
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/**
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* It represents a profile sample in the profiler tree.
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*/
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class ProfileNode {
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private :
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/// Name of the node
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const char* mName;
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/// Total number of calls of this node
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uint mNbTotalCalls;
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/// Starting time of the sampling of corresponding block of code
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long double mStartingTime;
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/// Total time spent in the block of code
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long double mTotalTime;
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/// Recursion counter
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int mRecursionCounter;
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/// Pointer to the parent node
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ProfileNode* mParentNode;
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/// Pointer to a child node
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ProfileNode* mChildNode;
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/// Pointer to a sibling node
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ProfileNode* mSiblingNode;
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public :
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/// Constructor
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ProfileNode(const char* name, ProfileNode* parentNode);
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/// Destructor
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~ProfileNode();
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/// Return a pointer to a sub node
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ProfileNode* findSubNode(const char* name);
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/// Return a pointer to the parent node
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ProfileNode* getParentNode();
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/// Return a pointer to a sibling node
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ProfileNode* getSiblingNode();
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/// Return a pointer to a child node
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ProfileNode* getChildNode();
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/// Return the name of the node
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const char* getName();
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/// Return the total number of call of the corresponding block of code
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uint getNbTotalCalls() const;
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/// Return the total time spent in the block of code
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long double getTotalTime() const;
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/// Called when we enter the block of code corresponding to this profile node
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void enterBlockOfCode();
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/// Called when we exit the block of code corresponding to this profile node
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bool exitBlockOfCode();
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};
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// Class ProfileNodeIterator
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/**
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* This class allow us to iterator over the profiler tree.
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*/
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class ProfileNodeIterator {
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private :
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/// Current parent node
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ProfileNode* mCurrentParent;
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/// Current child node
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ProfileNode* mCurrentChild;
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public :
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/// Constructor
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ProfileNodeIterator(ProfileNode* startingNode);
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/// Go to the first node
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void first();
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/// Go to the next node
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void next();
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/// Enter a given child node
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void enterChild();
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};
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// Class Profiler
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/**
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* This is the main class of the profiler. This profiler is based on "Real-Time Hierarchical
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* Profiling" article from "Game Programming Gems 3" by Greg Hjelstrom and Byon Garrabrant.
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*/
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class Profiler {
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private :
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/// Root node of the profiler tree
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static ProfileNode mRootNode;
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/// Current node in the current execution
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static ProfileNode* mCurrentNode;
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/// Frame counter
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static uint mFrameCounter;
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public :
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/// Method called when we want to start profiling a block of code.
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static void startProfilingBlock(const char *name);
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/// Method called at the end of the scope where the
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/// startProfilingBlock() method has been called.
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static void stopProfilingBlock();
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/// Return an iterator over the profiler tree starting at the root
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static ProfileNodeIterator* getIterator();
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/// Print the report of the profiler in a given output stream
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static void printReport(std::ostream& outputStream);
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};
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// Class ProfileSample
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/**
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ProfileSample(const char* name) {
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// Ask the profiler to start profiling a block of code
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Profiler::startProfilingBlock();
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Profiler::startProfilingBlock(name);
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}
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/// Destructor
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/// Use this macro to start profile a block of code
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#define PROFILE(name) ProfileSample profileSample(name)
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// Class ProfileNode
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/**
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* Node of the profiler tree
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*/
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class ProfileNode {
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/// Return a pointer to the parent node
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ProfileNode* ProfileNode::getParentNode() {
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return mParentNode;
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}
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};
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/// Return a pointer to a sibling node
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ProfileNode* ProfileNode::getSiblingNode() {
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return mSiblingNode;
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}
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// Class Profiler
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/**
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* This is the main class of the profiler
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*/
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class Profiler {
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/// Return a pointer to a child node
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ProfileNode* ProfileNode::getChildNode() {
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return mChildNode;
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}
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public :
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/// Return the name of the node
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const char* ProfileNode::getName() {
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return mName;
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}
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/// Method called when we want to start profiling a block of code.
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static void startProfilingBlock() {
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/// Return the total number of call of the corresponding block of code
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uint ProfileNode::getNbTotalCalls() const {
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return mNbTotalCalls;
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}
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}
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/// Return the total time spent in the block of code
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long double ProfileNode::getTotalTime() const {
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return mTotalTime;
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}
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/// Method called at the end of the scope where the startProfilingBlock() method
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/// has been called.
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static void stopProfilingBlock() {
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}
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}
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};
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#else // In profile is not active
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// Empty macro in case profiling is not active
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#define PROFILE(name)
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#endif
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#endif
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}
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// Return the current time of the system
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long double Timer::getCurrentSystemTime() {
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#if defined(WINDOWS_OS)
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LARGE_INTEGER ticksPerSecond;
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LARGE_INTEGER ticks;
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QueryPerformanceFrequency(&ticksPerSecond);
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QueryPerformanceCounter(&ticks);
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return (long double(ticks.QuadPart) / long double(ticksPerSecond.QuadPart));
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#else
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// Initialize the lastUpdateTime with the current time in seconds
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timeval timeValue;
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gettimeofday(&timeValue, NULL);
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return (timeValue.tv_sec + (timeValue.tv_usec / 1000000.0));
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#endif
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}
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/// True if the timer is running
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bool mIsRunning;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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/// Set the timestep of the physics engine
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void setTimeStep(double timeStep);
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/// Return the current time
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long double getTime() const;
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/// Return the current time of the physics engine
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long double getPhysicsTime() const;
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/// Start the timer
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void start();
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/// Compute the interpolation factor
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decimal computeInterpolationFactor();
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/// Return the current time of the system
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static long double getCurrentSystemTime();
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};
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// Return the timestep of the physics engine
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}
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// Return the current time
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inline long double Timer::getTime() const {
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inline long double Timer::getPhysicsTime() const {
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return mTime;
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}
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inline void Timer::start() {
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if (!mIsRunning) {
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#if defined(WINDOWS_OS)
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LARGE_INTEGER ticksPerSecond;
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LARGE_INTEGER ticks;
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QueryPerformanceFrequency(&ticksPerSecond);
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QueryPerformanceCounter(&ticks);
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mLastUpdateTime = double(ticks.QuadPart) / double(ticksPerSecond.QuadPart);
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#else
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// Initialize the lastUpdateTime with the current time in seconds
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timeval timeValue;
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gettimeofday(&timeValue, NULL);
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mLastUpdateTime = timeValue.tv_sec + (timeValue.tv_usec / 1000000.0);
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#endif
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// Get the current system time
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mLastUpdateTime = getCurrentSystemTime();
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mAccumulator = 0.0;
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mIsRunning = true;
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// Stop the timer
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inline void Timer::stop() {
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std::cout << "Timer stop" << std::endl;
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mIsRunning = false;
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}
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// Compute the time since the last update() call and add it to the accumulator
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inline void Timer::update() {
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long double currentTime;
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#if defined(WINDOWS_OS)
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LARGE_INTEGER ticksPerSecond;
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LARGE_INTEGER ticks;
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QueryPerformanceFrequency(&ticksPerSecond);
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QueryPerformanceCounter(&ticks);
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currentTime = double(ticks.QuadPart) / double(ticksPerSecond.QuadPart);
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#else
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// Compute the current time is seconds
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timeval timeValue;
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gettimeofday(&timeValue, NULL);
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currentTime = timeValue.tv_sec + (timeValue.tv_usec / 1000000.0);
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#endif
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// Get the current system time
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long double currentTime = getCurrentSystemTime();
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// Compute the delta display time between two display frames
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mDeltaTime = currentTime - mLastUpdateTime;
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