The logic is incorrect in principle, but at least it's better behaved now. Also, get fast timer out of important parts of aistatemachine.
277 lines
7.3 KiB
C++
277 lines
7.3 KiB
C++
/**
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* @file llfasttimer_class.h
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* @brief Declaration of a fast timer.
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*
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* $LicenseInfo:firstyear=2004&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_FASTTIMER_CLASS_H
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#define LL_FASTTIMER_CLASS_H
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#include "llinstancetracker.h"
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#define FAST_TIMER_ON 1
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#define TIME_FAST_TIMERS 0
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#define DEBUG_FAST_TIMER_THREADS 1
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class LLMutex;
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#include <queue>
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#include "llsd.h"
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LL_COMMON_API void assert_main_thread();
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class LL_COMMON_API LLFastTimer
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{
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public:
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class NamedTimer;
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struct LL_COMMON_API FrameState
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{
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FrameState(NamedTimer* timerp);
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U32 mSelfTimeCounter;
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U32 mCalls;
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FrameState* mParent; // info for caller timer
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NamedTimer* mLastCaller; // used to bootstrap tree construction
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NamedTimer* mTimer;
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U16 mActiveCount; // number of timers with this ID active on stack
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bool mMoveUpTree; // needs to be moved up the tree of timers at the end of frame
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};
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// stores a "named" timer instance to be reused via multiple LLFastTimer stack instances
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class LL_COMMON_API NamedTimer
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: public LLInstanceTracker<NamedTimer>
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{
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friend class DeclareTimer;
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public:
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~NamedTimer();
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static const int HISTORY_NUM;
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const std::string& getName() const { return mName; }
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NamedTimer* getParent() const { return mParent; }
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void setParent(NamedTimer* parent);
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S32 getDepth();
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std::string getToolTip(S32 history_index = -1);
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typedef std::vector<NamedTimer*>::const_iterator child_const_iter;
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child_const_iter beginChildren();
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child_const_iter endChildren();
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std::vector<NamedTimer*>& getChildren();
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void setCollapsed(bool collapsed) { mCollapsed = collapsed; }
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bool getCollapsed() const { return mCollapsed; }
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U32 getCountAverage() const;
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U32 getCallAverage() const;
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U32 getHistoricalCount(S32 history_index = 0) const;
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U32 getHistoricalCalls(S32 history_index = 0) const;
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static NamedTimer& getRootNamedTimer();
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S32 getFrameStateIndex() const { return mFrameStateIndex; }
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FrameState& getFrameState() const;
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private:
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friend class LLFastTimer;
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friend class NamedTimerFactory;
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//
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// methods
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//
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NamedTimer(const std::string& name);
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// recursive call to gather total time from children
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static void accumulateTimings();
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// updates cumulative times and hierarchy,
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// can be called multiple times in a frame, at any point
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static void processTimes();
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static void buildHierarchy();
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static void resetFrame();
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static void reset();
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//
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// members
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//
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S32 mFrameStateIndex;
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std::string mName;
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U32 mTotalTimeCounter;
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F64 mCountAverage;
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F64 mCallAverage;
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std::vector<U32> mCountHistory;
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std::vector<U32> mCallHistory;
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// tree structure
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NamedTimer* mParent; // NamedTimer of caller(parent)
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std::vector<NamedTimer*> mChildren;
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bool mCollapsed; // don't show children
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bool mNeedsSorting; // sort children whenever child added
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};
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// used to statically declare a new named timer
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class LL_COMMON_API DeclareTimer
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: public LLInstanceTracker<DeclareTimer>
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{
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friend class LLFastTimer;
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public:
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DeclareTimer(const std::string& name, bool open);
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DeclareTimer(const std::string& name);
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private:
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NamedTimer& mTimer;
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FrameState* mFrameState;
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};
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public:
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LLFastTimer(LLFastTimer::FrameState* state);
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LL_FORCE_INLINE LLFastTimer(LLFastTimer::DeclareTimer& timer)
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: mFrameState(timer.mFrameState)
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{
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#if TIME_FAST_TIMERS
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U64 timer_start = getCPUClockCount64();
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#endif
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#if FAST_TIMER_ON
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LLFastTimer::FrameState* frame_state = mFrameState;
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mStartTime = getCPUClockCount32();
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frame_state->mActiveCount++;
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frame_state->mCalls++;
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// keep current parent as long as it is active when we are
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frame_state->mMoveUpTree |= (frame_state->mParent->mActiveCount == 0);
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LLFastTimer::CurTimerData* cur_timer_data = &LLFastTimer::sCurTimerData;
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mLastTimerData = *cur_timer_data;
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cur_timer_data->mCurTimer = this;
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cur_timer_data->mNamedTimer = &timer.mTimer;
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cur_timer_data->mFrameState = frame_state;
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cur_timer_data->mChildTime = 0;
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#endif
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#if TIME_FAST_TIMERS
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U64 timer_end = getCPUClockCount64();
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sTimerCycles += timer_end - timer_start;
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#endif
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#if DEBUG_FAST_TIMER_THREADS
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#if !LL_RELEASE
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assert_main_thread();
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#endif
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#endif
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}
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LL_FORCE_INLINE ~LLFastTimer()
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{
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#if TIME_FAST_TIMERS
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U64 timer_start = getCPUClockCount64();
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#endif
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#if FAST_TIMER_ON
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LLFastTimer::FrameState* frame_state = mFrameState;
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U32 total_time = getCPUClockCount32() - mStartTime;
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frame_state->mSelfTimeCounter += total_time - LLFastTimer::sCurTimerData.mChildTime;
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frame_state->mActiveCount--;
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// store last caller to bootstrap tree creation
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// do this in the destructor in case of recursion to get topmost caller
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frame_state->mLastCaller = mLastTimerData.mNamedTimer;
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// we are only tracking self time, so subtract our total time delta from parents
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mLastTimerData.mChildTime += total_time;
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LLFastTimer::sCurTimerData = mLastTimerData;
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#endif
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#if TIME_FAST_TIMERS
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U64 timer_end = getCPUClockCount64();
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sTimerCycles += timer_end - timer_start;
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sTimerCalls++;
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#endif
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}
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public:
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static LLMutex* sLogLock;
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static std::queue<LLSD> sLogQueue;
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static BOOL sLog;
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static BOOL sMetricLog;
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static std::string sLogName;
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static bool sPauseHistory;
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static bool sResetHistory;
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static U64 sTimerCycles;
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static U32 sTimerCalls;
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typedef std::vector<FrameState> info_list_t;
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static info_list_t& getFrameStateList();
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// call this once a frame to reset timers
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static void nextFrame();
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// dumps current cumulative frame stats to log
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// call nextFrame() to reset timers
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static void dumpCurTimes();
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// call this to reset timer hierarchy, averages, etc.
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static void reset();
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// called to update all FrameState pointers.
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static void updateCachedPointers();
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static U64 countsPerSecond();
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static S32 getLastFrameIndex() { return sLastFrameIndex; }
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static S32 getCurFrameIndex() { return sCurFrameIndex; }
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static void writeLog(std::ostream& os);
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static const NamedTimer* getTimerByName(const std::string& name);
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struct CurTimerData
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{
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LLFastTimer* mCurTimer;
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NamedTimer* mNamedTimer;
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FrameState* mFrameState;
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U32 mChildTime;
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};
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static CurTimerData sCurTimerData;
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static std::string sClockType;
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private:
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static U32 getCPUClockCount32();
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static U64 getCPUClockCount64();
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static S32 sCurFrameIndex;
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static S32 sLastFrameIndex;
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static U64 sLastFrameTime;
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static info_list_t* sTimerInfos;
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U32 mStartTime;
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LLFastTimer::FrameState* mFrameState;
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LLFastTimer::CurTimerData mLastTimerData;
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};
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#endif // LL_LLFASTTIMER_H
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