Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/Debugging/ProfilingScope.cs

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2024-05-06 14:45:45 -04:00
// TProfilingSampler<TEnum>.samples should just be an array. Unfortunately, Enum cannot be converted to int without generating garbage.
// This could be worked around by using Unsafe but it's not available at the moment.
// So in the meantime we use a Dictionary with a perf hit...
//#define USE_UNSAFE
#if UNITY_2020_1_OR_NEWER
#define UNITY_USE_RECORDER
#endif
using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine.Profiling;
namespace UnityEngine.Rendering
{
class TProfilingSampler<TEnum> : ProfilingSampler where TEnum : Enum
{
#if USE_UNSAFE
internal static TProfilingSampler<TEnum>[] samples;
#else
internal static Dictionary<TEnum, TProfilingSampler<TEnum>> samples = new Dictionary<TEnum, TProfilingSampler<TEnum>>();
#endif
static TProfilingSampler()
{
var names = Enum.GetNames(typeof(TEnum));
#if USE_UNSAFE
var values = Enum.GetValues(typeof(TEnum)).Cast<int>().ToArray();
samples = new TProfilingSampler<TEnum>[values.Max() + 1];
#else
var values = Enum.GetValues(typeof(TEnum));
#endif
for (int i = 0; i < names.Length; i++)
{
var sample = new TProfilingSampler<TEnum>(names[i]);
#if USE_UNSAFE
samples[values[i]] = sample;
#else
samples.Add((TEnum)values.GetValue(i), sample);
#endif
}
}
public TProfilingSampler(string name)
: base(name)
{
}
}
/// <summary>
/// Wrapper around CPU and GPU profiling samplers.
/// Use this along ProfilingScope to profile a piece of code.
/// </summary>
public class ProfilingSampler
{
/// <summary>
/// Get the sampler for the corresponding enumeration value.
/// </summary>
/// <typeparam name="TEnum">Type of the enumeration.</typeparam>
/// <param name="marker">Enumeration value.</param>
/// <returns>The profiling sampler for the given enumeration value.</returns>
public static ProfilingSampler Get<TEnum>(TEnum marker)
where TEnum : Enum
{
#if USE_UNSAFE
return TProfilingSampler<TEnum>.samples[Unsafe.As<TEnum, int>(ref marker)];
#else
TProfilingSampler<TEnum>.samples.TryGetValue(marker, out var sampler);
return sampler;
#endif
}
/// <summary>
/// Constructor.
/// </summary>
/// <param name="name">Name of the profiling sampler.</param>
public ProfilingSampler(string name)
{
// Caution: Name of sampler MUST not match name provide to cmd.BeginSample(), otherwise
// we get a mismatch of marker when enabling the profiler.
#if UNITY_USE_RECORDER
sampler = CustomSampler.Create(name, true); // Event markers, command buffer CPU profiling and GPU profiling
#else
// In this case, we need to use the BeginSample(string) API, since it creates a new sampler by that name under the hood,
// we need rename this sampler to not clash with the implicit one (it won't be used in this case)
sampler = CustomSampler.Create($"Dummy_{name}");
#endif
inlineSampler = CustomSampler.Create($"Inl_{name}"); // Profiles code "immediately"
this.name = name;
#if UNITY_USE_RECORDER
m_Recorder = sampler.GetRecorder();
m_Recorder.enabled = false;
m_InlineRecorder = inlineSampler.GetRecorder();
m_InlineRecorder.enabled = false;
#endif
}
/// <summary>
/// Begin the profiling block.
/// </summary>
/// <param name="cmd">Command buffer used by the profiling block.</param>
public void Begin(CommandBuffer cmd)
{
if (cmd != null)
#if UNITY_USE_RECORDER
if (sampler != null && sampler.isValid)
cmd.BeginSample(sampler);
else
cmd.BeginSample(name);
#else
cmd.BeginSample(name);
#endif
inlineSampler?.Begin();
}
/// <summary>
/// End the profiling block.
/// </summary>
/// <param name="cmd">Command buffer used by the profiling block.</param>
public void End(CommandBuffer cmd)
{
if (cmd != null)
#if UNITY_USE_RECORDER
if (sampler != null && sampler.isValid)
cmd.EndSample(sampler);
else
cmd.EndSample(name);
#else
m_Cmd.EndSample(name);
#endif
inlineSampler?.End();
}
internal bool IsValid() { return (sampler != null && inlineSampler != null); }
internal CustomSampler sampler { get; private set; }
internal CustomSampler inlineSampler { get; private set; }
/// <summary>
/// Name of the Profiling Sampler
/// </summary>
public string name { get; private set; }
#if UNITY_USE_RECORDER
Recorder m_Recorder;
Recorder m_InlineRecorder;
#endif
/// <summary>
/// Set to true to enable recording of profiling sampler timings.
/// </summary>
public bool enableRecording
{
set
{
#if UNITY_USE_RECORDER
m_Recorder.enabled = value;
m_InlineRecorder.enabled = value;
#endif
}
}
#if UNITY_USE_RECORDER
/// <summary>
/// GPU Elapsed time in milliseconds.
/// </summary>
public float gpuElapsedTime => m_Recorder.enabled ? m_Recorder.gpuElapsedNanoseconds / 1000000.0f : 0.0f;
/// <summary>
/// Number of times the Profiling Sampler has hit on the GPU
/// </summary>
public int gpuSampleCount => m_Recorder.enabled ? m_Recorder.gpuSampleBlockCount : 0;
/// <summary>
/// CPU Elapsed time in milliseconds (Command Buffer execution).
/// </summary>
public float cpuElapsedTime => m_Recorder.enabled ? m_Recorder.elapsedNanoseconds / 1000000.0f : 0.0f;
/// <summary>
/// Number of times the Profiling Sampler has hit on the CPU in the command buffer.
/// </summary>
public int cpuSampleCount => m_Recorder.enabled ? m_Recorder.sampleBlockCount : 0;
/// <summary>
/// CPU Elapsed time in milliseconds (Direct execution).
/// </summary>
public float inlineCpuElapsedTime => m_InlineRecorder.enabled ? m_InlineRecorder.elapsedNanoseconds / 1000000.0f : 0.0f;
/// <summary>
/// Number of times the Profiling Sampler has hit on the CPU.
/// </summary>
public int inlineCpuSampleCount => m_InlineRecorder.enabled ? m_InlineRecorder.sampleBlockCount : 0;
#else
/// <summary>
/// GPU Elapsed time in milliseconds.
/// </summary>
public float gpuElapsedTime => 0.0f;
/// <summary>
/// Number of times the Profiling Sampler has hit on the GPU
/// </summary>
public int gpuSampleCount => 0;
/// <summary>
/// CPU Elapsed time in milliseconds (Command Buffer execution).
/// </summary>
public float cpuElapsedTime => 0.0f;
/// <summary>
/// Number of times the Profiling Sampler has hit on the CPU in the command buffer.
/// </summary>
public int cpuSampleCount => 0;
/// <summary>
/// CPU Elapsed time in milliseconds (Direct execution).
/// </summary>
public float inlineCpuElapsedTime => 0.0f;
/// <summary>
/// Number of times the Profiling Sampler has hit on the CPU.
/// </summary>
public int inlineCpuSampleCount => 0;
#endif
// Keep the constructor private
ProfilingSampler() { }
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
/// <summary>
/// Scoped Profiling markers
/// </summary>
public struct ProfilingScope : IDisposable
{
CommandBuffer m_Cmd;
bool m_Disposed;
ProfilingSampler m_Sampler;
/// <summary>
/// Profiling Scope constructor
/// </summary>
/// <param name="cmd">Command buffer used to add markers and compute execution timings.</param>
/// <param name="sampler">Profiling Sampler to be used for this scope.</param>
public ProfilingScope(CommandBuffer cmd, ProfilingSampler sampler)
{
// NOTE: Do not mix with named CommandBuffers.
// Currently there's an issue which results in mismatched markers.
// The named CommandBuffer will close its "profiling scope" on execution.
// That will orphan ProfilingScope markers as the named CommandBuffer marker
// is their "parent".
// Resulting in following pattern:
// exec(cmd.start, scope.start, cmd.end) and exec(cmd.start, scope.end, cmd.end)
m_Cmd = cmd;
m_Disposed = false;
m_Sampler = sampler;
m_Sampler?.Begin(m_Cmd);
}
/// <summary>
/// Dispose pattern implementation
/// </summary>
public void Dispose()
{
Dispose(true);
}
// Protected implementation of Dispose pattern.
void Dispose(bool disposing)
{
if (m_Disposed)
return;
// As this is a struct, it could have been initialized using an empty constructor so we
// need to make sure `cmd` isn't null to avoid a crash. Switching to a class would fix
// this but will generate garbage on every frame (and this struct is used quite a lot).
if (disposing)
{
m_Sampler?.End(m_Cmd);
}
m_Disposed = true;
}
}
#else
/// <summary>
/// Scoped Profiling markers
/// </summary>
public struct ProfilingScope : IDisposable
{
/// <summary>
/// Profiling Scope constructor
/// </summary>
/// <param name="cmd">Command buffer used to add markers and compute execution timings.</param>
/// <param name="sampler">Profiling Sampler to be used for this scope.</param>
public ProfilingScope(CommandBuffer cmd, ProfilingSampler sampler)
{
}
/// <summary>
/// Dispose pattern implementation
/// </summary>
public void Dispose()
{
}
}
#endif
/// <summary>
/// Profiling Sampler class.
/// </summary>
[System.Obsolete("Please use ProfilingScope")]
public struct ProfilingSample : IDisposable
{
readonly CommandBuffer m_Cmd;
readonly string m_Name;
bool m_Disposed;
CustomSampler m_Sampler;
/// <summary>
/// Constructor
/// </summary>
/// <param name="cmd">Command Buffer.</param>
/// <param name="name">Name of the profiling sample.</param>
/// <param name="sampler">Custom sampler for CPU profiling.</param>
public ProfilingSample(CommandBuffer cmd, string name, CustomSampler sampler = null)
{
m_Cmd = cmd;
m_Name = name;
m_Disposed = false;
if (cmd != null && name != "")
cmd.BeginSample(name);
m_Sampler = sampler;
m_Sampler?.Begin();
}
// Shortcut to string.Format() using only one argument (reduces Gen0 GC pressure)
/// <summary>
/// Constructor
/// </summary>
/// <param name="cmd">Command Buffer.</param>
/// <param name="format">Formating of the profiling sample.</param>
/// <param name="arg">Parameters for formating the name.</param>
public ProfilingSample(CommandBuffer cmd, string format, object arg) : this(cmd, string.Format(format, arg))
{
}
// Shortcut to string.Format() with variable amount of arguments - for performance critical
// code you should pre-build & cache the marker name instead of using this
/// <summary>
/// Constructor.
/// </summary>
/// <param name="cmd">Command Buffer.</param>
/// <param name="format">Formating of the profiling sample.</param>
/// <param name="args">Parameters for formating the name.</param>
public ProfilingSample(CommandBuffer cmd, string format, params object[] args) : this(cmd, string.Format(format, args))
{
}
/// <summary>
/// Dispose pattern implementation
/// </summary>
public void Dispose()
{
Dispose(true);
}
// Protected implementation of Dispose pattern.
void Dispose(bool disposing)
{
if (m_Disposed)
return;
// As this is a struct, it could have been initialized using an empty constructor so we
// need to make sure `cmd` isn't null to avoid a crash. Switching to a class would fix
// this but will generate garbage on every frame (and this struct is used quite a lot).
if (disposing)
{
if (m_Cmd != null && m_Name != "")
m_Cmd.EndSample(m_Name);
m_Sampler?.End();
}
m_Disposed = true;
}
}
}