diff options
author | Mnikolenko Productengine <mnikolenko@productengine.com> | 2022-09-28 14:16:16 +0300 |
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committer | Mnikolenko Productengine <mnikolenko@productengine.com> | 2022-09-28 14:16:16 +0300 |
commit | 198420f9f61bc0f747102a2d5783327f13583be8 (patch) | |
tree | 13fbac1826d53c020853058e0b08f7e0e2ae6279 /indra/newview/llviewerstats.cpp | |
parent | dcd74c98dc5ab1373f1e7f692fd30dee92472acf (diff) |
SL-18248 Move frame breakdown stats to 'Scene loading statistics' floater
Diffstat (limited to 'indra/newview/llviewerstats.cpp')
-rw-r--r-- | indra/newview/llviewerstats.cpp | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/indra/newview/llviewerstats.cpp b/indra/newview/llviewerstats.cpp index a420de98f5..0045dcb547 100644 --- a/indra/newview/llviewerstats.cpp +++ b/indra/newview/llviewerstats.cpp @@ -58,6 +58,7 @@ #include "llfeaturemanager.h" #include "llviewernetwork.h" #include "llmeshrepository.h" //for LLMeshRepository::sBytesReceived +#include "llperfstats.h" #include "llsdserialize.h" #include "llsdutil.h" #include "llcorehttputil.h" @@ -208,6 +209,13 @@ LLTrace::EventStatHandle<F64Seconds > AVATAR_EDIT_TIME("avataredittime", "Second LLTrace::EventStatHandle<LLUnit<F32, LLUnits::Percent> > OBJECT_CACHE_HIT_RATE("object_cache_hits"); LLTrace::EventStatHandle<F64Seconds > TEXTURE_FETCH_TIME("texture_fetch_time"); + +LLTrace::SampleStatHandle<LLUnit<F32, LLUnits::Percent> > SCENERY_FRAME_PCT("scenery_frame_pct"); +LLTrace::SampleStatHandle<LLUnit<F32, LLUnits::Percent> > AVATAR_FRAME_PCT("avatar_frame_pct"); +LLTrace::SampleStatHandle<LLUnit<F32, LLUnits::Percent> > HUDS_FRAME_PCT("huds_frame_pct"); +LLTrace::SampleStatHandle<LLUnit<F32, LLUnits::Percent> > UI_FRAME_PCT("ui_frame_pct"); +LLTrace::SampleStatHandle<LLUnit<F32, LLUnits::Percent> > SWAP_FRAME_PCT("swap_frame_pct"); +LLTrace::SampleStatHandle<LLUnit<F32, LLUnits::Percent> > IDLE_FRAME_PCT("idle_frame_pct"); } LLViewerStats::LLViewerStats() @@ -414,6 +422,89 @@ void update_statistics() texture_stats_timer.reset(); } } + + if (LLFloaterReg::instanceVisible("scene_load_stats")) + { + static const F32 perf_stats_freq = 1; + static LLFrameTimer perf_stats_timer; + if (perf_stats_timer.getElapsedTimeF32() >= perf_stats_freq) + { + LLStringUtil::format_map_t args; + LLPerfStats::bufferToggleLock.lock(); // prevent toggle for a moment + + auto tot_frame_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_FRAME); + // cumulative avatar time (includes idle processing, attachments and base av) + auto tot_avatar_time_raw = LLPerfStats::StatsRecorder::getSum(LLPerfStats::ObjType_t::OT_AVATAR, LLPerfStats::StatType_t::RENDER_COMBINED); + // cumulative avatar render specific time (a bit arbitrary as the processing is too.) + // auto tot_av_idle_time_raw = LLPerfStats::StatsRecorder::getSum(AvType, LLPerfStats::StatType_t::RENDER_IDLE); + // auto tot_avatar_render_time_raw = tot_avatar_time_raw - tot_av_idle_time_raw; + // the time spent this frame on the "display()" call. Treated as "tot time rendering" + auto tot_render_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_DISPLAY); + // sleep time is basically forced sleep when window out of focus + auto tot_sleep_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_SLEEP); + // time spent on UI + auto tot_ui_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_UI); + // cumulative time spent rendering HUDS + auto tot_huds_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_HUDS); + // "idle" time. This is the time spent in the idle poll section of the main loop + auto tot_idle_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_IDLE); + // similar to sleep time, induced by FPS limit + //auto tot_limit_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_FPSLIMIT); + // swap time is time spent in swap buffer + auto tot_swap_time_raw = LLPerfStats::StatsRecorder::getSceneStat(LLPerfStats::StatType_t::RENDER_SWAP); + + LLPerfStats::bufferToggleLock.unlock(); + + auto tot_frame_time_ns = LLPerfStats::raw_to_ns(tot_frame_time_raw); + auto tot_avatar_time_ns = LLPerfStats::raw_to_ns(tot_avatar_time_raw); + auto tot_huds_time_ns = LLPerfStats::raw_to_ns(tot_huds_time_raw); + // UI time includes HUD time so dedut that before we calc percentages + auto tot_ui_time_ns = LLPerfStats::raw_to_ns(tot_ui_time_raw - tot_huds_time_raw); + + // auto tot_sleep_time_ns = LLPerfStats::raw_to_ns( tot_sleep_time_raw ); + // auto tot_limit_time_ns = LLPerfStats::raw_to_ns( tot_limit_time_raw ); + + // auto tot_render_time_ns = LLPerfStats::raw_to_ns( tot_render_time_raw ); + auto tot_idle_time_ns = LLPerfStats::raw_to_ns(tot_idle_time_raw); + auto tot_swap_time_ns = LLPerfStats::raw_to_ns(tot_swap_time_raw); + auto tot_scene_time_ns = LLPerfStats::raw_to_ns(tot_render_time_raw - tot_avatar_time_raw - tot_swap_time_raw - tot_ui_time_raw); + // auto tot_overhead_time_ns = LLPerfStats::raw_to_ns( tot_frame_time_raw - tot_render_time_raw - tot_idle_time_raw ); + + // // remove time spent sleeping for fps limit or out of focus. + // tot_frame_time_ns -= tot_limit_time_ns; + // tot_frame_time_ns -= tot_sleep_time_ns; + + if (tot_frame_time_ns != 0) + { + auto pct_avatar_time = (tot_avatar_time_ns * 100) / tot_frame_time_ns; + auto pct_huds_time = (tot_huds_time_ns * 100) / tot_frame_time_ns; + auto pct_ui_time = (tot_ui_time_ns * 100) / tot_frame_time_ns; + auto pct_idle_time = (tot_idle_time_ns * 100) / tot_frame_time_ns; + auto pct_swap_time = (tot_swap_time_ns * 100) / tot_frame_time_ns; + auto pct_scene_render_time = (tot_scene_time_ns * 100) / tot_frame_time_ns; + pct_avatar_time = llclamp(pct_avatar_time, 0., 100.); + pct_huds_time = llclamp(pct_huds_time, 0., 100.); + pct_ui_time = llclamp(pct_ui_time, 0., 100.); + pct_idle_time = llclamp(pct_idle_time, 0., 100.); + pct_swap_time = llclamp(pct_swap_time, 0., 100.); + pct_scene_render_time = llclamp(pct_scene_render_time, 0., 100.); + if (tot_sleep_time_raw == 0) + { + sample(LLStatViewer::SCENERY_FRAME_PCT, (U32)llround(pct_scene_render_time)); + sample(LLStatViewer::AVATAR_FRAME_PCT, (U32)llround(pct_avatar_time)); + sample(LLStatViewer::HUDS_FRAME_PCT, (U32)llround(pct_huds_time)); + sample(LLStatViewer::UI_FRAME_PCT, (U32)llround(pct_ui_time)); + sample(LLStatViewer::SWAP_FRAME_PCT, (U32)llround(pct_swap_time)); + sample(LLStatViewer::IDLE_FRAME_PCT, (U32)llround(pct_idle_time)); + } + } + else + { + LL_WARNS("performance") << "Scene time 0. Skipping til we have data." << LL_ENDL; + } + perf_stats_timer.reset(); + } + } } void update_texture_time() |