added hierarchical profiling (needs more cleanup)

avoid dynamic allocations in btRaycastVehicle
This commit is contained in:
ejcoumans
2007-11-21 03:00:40 +00:00
parent 89382c0dc4
commit cab75b53ec
19 changed files with 695 additions and 128 deletions

View File

@@ -707,6 +707,139 @@ std::string btProfiler::createStatsString(BlockTimingMethod method)
#endif //USE_QUICKPROF
/***************************************************************************************************
**
** profile.h
**
** Real-Time Hierarchical Profiling for Game Programming Gems 3
**
** by Greg Hjelstrom & Byon Garrabrant
**
***************************************************************************************************/
/*
** A node in the Profile Hierarchy Tree
*/
class CProfileNode {
public:
CProfileNode( const char * name, CProfileNode * parent );
~CProfileNode( void );
CProfileNode * Get_Sub_Node( const char * name );
CProfileNode * Get_Parent( void ) { return Parent; }
CProfileNode * Get_Sibling( void ) { return Sibling; }
CProfileNode * Get_Child( void ) { return Child; }
void Reset( void );
void Call( void );
bool Return( void );
const char * Get_Name( void ) { return Name; }
int Get_Total_Calls( void ) { return TotalCalls; }
float Get_Total_Time( void ) { return TotalTime; }
protected:
const char * Name;
int TotalCalls;
float TotalTime;
__int64 StartTime;
int RecursionCounter;
CProfileNode * Parent;
CProfileNode * Child;
CProfileNode * Sibling;
};
/*
** An iterator to navigate through the tree
*/
class CProfileIterator
{
public:
// Access all the children of the current parent
void First(void);
void Next(void);
bool Is_Done(void);
bool Is_Root(void) { return (CurrentParent->Get_Parent() == 0); }
void Enter_Child( int index ); // Make the given child the new parent
void Enter_Largest_Child( void ); // Make the largest child the new parent
void Enter_Parent( void ); // Make the current parent's parent the new parent
// Access the current child
const char * Get_Current_Name( void ) { return CurrentChild->Get_Name(); }
int Get_Current_Total_Calls( void ) { return CurrentChild->Get_Total_Calls(); }
float Get_Current_Total_Time( void ) { return CurrentChild->Get_Total_Time(); }
// Access the current parent
const char * Get_Current_Parent_Name( void ) { return CurrentParent->Get_Name(); }
int Get_Current_Parent_Total_Calls( void ) { return CurrentParent->Get_Total_Calls(); }
float Get_Current_Parent_Total_Time( void ) { return CurrentParent->Get_Total_Time(); }
protected:
CProfileNode * CurrentParent;
CProfileNode * CurrentChild;
CProfileIterator( CProfileNode * start );
friend class CProfileManager;
};
/*
** The Manager for the Profile system
*/
class CProfileManager {
public:
static void Start_Profile( const char * name );
static void Stop_Profile( void );
static void Reset( void );
static void Increment_Frame_Counter( void );
static int Get_Frame_Count_Since_Reset( void ) { return FrameCounter; }
static float Get_Time_Since_Reset( void );
static CProfileIterator * Get_Iterator( void ) { return new CProfileIterator( &Root ); }
static void Release_Iterator( CProfileIterator * iterator ) { delete iterator; }
private:
static CProfileNode Root;
static CProfileNode * CurrentNode;
static int FrameCounter;
static __int64 ResetTime;
};
/*
** ProfileSampleClass is a simple way to profile a function's scope
** Use the PROFILE macro at the start of scope to time
*/
class CProfileSample {
public:
CProfileSample( const char * name )
{
CProfileManager::Start_Profile( name );
}
~CProfileSample( void )
{
CProfileManager::Stop_Profile();
}
};
#if !defined(NO_PROFILE)
#define PROFILE( name ) CProfileSample __profile( name )
#else
#define PROFILE( name )
#endif
#endif //QUICK_PROF_H