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/**
* @file llfasttimer.h
* @brief Declaration of a fast timer.
*
* $LicenseInfo:firstyear=2004&license=viewergpl$
*
* Copyright (c) 2004-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#ifndef LL_FASTTIMER_H
#define LL_FASTTIMER_H
#include "llinstancetracker.h"
#define FAST_TIMER_ON 1
U64 get_cpu_clock_count();
class LLMutex;
#include <queue>
#include "llsd.h"
class LLFastTimer
{
public:
// stores a "named" timer instance to be reused via multiple LLFastTimer stack instances
class NamedTimer
: public LLInstanceTracker<NamedTimer>
{
public:
~NamedTimer();
enum { HISTORY_NUM = 60 };
const std::string& getName() { return mName; }
NamedTimer* getParent() { return mParent; }
void setParent(NamedTimer* parent);
S32 getDepth();
std::string getToolTip(S32 history_index = -1);
typedef std::vector<NamedTimer*>::const_iterator child_const_iter;
child_const_iter beginChildren();
child_const_iter endChildren();
std::vector<NamedTimer*>& getChildren();
void setCollapsed(bool collapsed) { mCollapsed = collapsed; }
bool getCollapsed() { return mCollapsed; }
U64 getCountAverage() { return mCountAverage; }
U64 getCallAverage() { return mCallAverage; }
U64 getHistoricalCount(S32 history_index = 0);
U64 getHistoricalCalls(S32 history_index = 0);
static NamedTimer& getRootNamedTimer();
struct FrameState
{
FrameState(NamedTimer* timerp);
U64 mSelfTimeCounter;
U64 mLastStartTime; // most recent time when this timer was started
U32 mCalls;
FrameState* mParent; // info for caller timer
FrameState* mLastCaller; // used to bootstrap tree construction
NamedTimer* mTimer;
U16 mActiveCount; // number of timers with this ID active on stack
bool mMoveUpTree; // needs to be moved up the tree of timers at the end of frame
};
FrameState& getFrameStateFast() const
{
return (*sTimerInfos)[mFrameStateIndex];
}
S32 getFrameStateIndex() const { return mFrameStateIndex; }
FrameState& getFrameState() const;
private:
friend class LLFastTimer;
friend class NamedTimerFactory;
//
// methods
//
NamedTimer(const std::string& name);
// recursive call to gather total time from children
static void accumulateTimings();
// called once per frame by LLFastTimer
static void processFrame();
static void buildHierarchy();
static void resetFrame();
static void reset();
typedef std::vector<FrameState> info_list_t;
static info_list_t& getFrameStateList();
static void createFrameStateList(); // must call before any call to getFrameStateList()
//
// members
//
S32 mFrameStateIndex;
std::string mName;
U64 mTotalTimeCounter;
U64 mCountAverage;
U64 mCallAverage;
U64* mCountHistory;
U64* mCallHistory;
// tree structure
NamedTimer* mParent; // NamedTimer of caller(parent)
std::vector<NamedTimer*> mChildren;
bool mCollapsed; // don't show children
bool mNeedsSorting; // sort children whenever child added
static info_list_t* sTimerInfos;
};
// used to statically declare a new named timer
class DeclareTimer
{
public:
DeclareTimer(const std::string& name, bool open);
DeclareTimer(const std::string& name);
// convertable to NamedTimer::FrameState for convenient usage of LLFastTimer(declared_timer)
operator NamedTimer::FrameState&() { return mNamedTimer.getFrameStateFast(); }
private:
NamedTimer& mNamedTimer;
};
static DeclareTimer FTM_ARRANGE;
static DeclareTimer FTM_ATTACHMENT_UPDATE;
static DeclareTimer FTM_AUDIO_UPDATE;
static DeclareTimer FTM_AUTO_SELECT;
static DeclareTimer FTM_AVATAR_UPDATE;
static DeclareTimer FTM_CLEANUP;
static DeclareTimer FTM_CLIENT_COPY;
static DeclareTimer FTM_CREATE_OBJECT;
static DeclareTimer FTM_CULL;
static DeclareTimer FTM_CULL_REBOUND;
static DeclareTimer FTM_FILTER;
static DeclareTimer FTM_FLEXIBLE_UPDATE;
static DeclareTimer FTM_FRAME;
static DeclareTimer FTM_FRUSTUM_CULL;
static DeclareTimer FTM_GEN_FLEX;
static DeclareTimer FTM_GEN_TRIANGLES;
static DeclareTimer FTM_GEN_VOLUME;
static DeclareTimer FTM_GEO_SKY;
static DeclareTimer FTM_GEO_UPDATE;
static DeclareTimer FTM_HUD_EFFECTS;
static DeclareTimer FTM_HUD_UPDATE;
static DeclareTimer FTM_IDLE;
static DeclareTimer FTM_IDLE_CB;
static DeclareTimer FTM_IDLE_NETWORK;
static DeclareTimer FTM_IMAGE_CREATE;
static DeclareTimer FTM_IMAGE_MARK_DIRTY;
static DeclareTimer FTM_IMAGE_UPDATE;
static DeclareTimer FTM_INVENTORY;
static DeclareTimer FTM_JOINT_UPDATE;
static DeclareTimer FTM_KEYHANDLER;
static DeclareTimer FTM_LOAD_AVATAR;
static DeclareTimer FTM_LOD_UPDATE;
static DeclareTimer FTM_MESSAGES;
static DeclareTimer FTM_MOUSEHANDLER;
static DeclareTimer FTM_NETWORK;
static DeclareTimer FTM_OBJECTLIST_UPDATE;
static DeclareTimer FTM_OCCLUSION_READBACK;
static DeclareTimer FTM_OCTREE_BALANCE;
static DeclareTimer FTM_PICK;
static DeclareTimer FTM_PIPELINE;
static DeclareTimer FTM_POOLRENDER;
static DeclareTimer FTM_POOLS;
static DeclareTimer FTM_PROCESS_IMAGES;
static DeclareTimer FTM_PROCESS_MESSAGES;
static DeclareTimer FTM_PROCESS_OBJECTS;
static DeclareTimer FTM_PUMP;
static DeclareTimer FTM_REBUILD_GRASS_VB;
static DeclareTimer FTM_REBUILD_PARTICLE_VB;
static DeclareTimer FTM_REBUILD_TERRAIN_VB;
static DeclareTimer FTM_REBUILD_VBO;
static DeclareTimer FTM_REBUILD_VOLUME_VB;
static DeclareTimer FTM_REFRESH;
static DeclareTimer FTM_REGION_UPDATE;
static DeclareTimer FTM_RENDER;
static DeclareTimer FTM_RENDER_ALPHA;
static DeclareTimer FTM_RENDER_BLOOM;
static DeclareTimer FTM_RENDER_BLOOM_FBO;
static DeclareTimer FTM_RENDER_BUMP;
static DeclareTimer FTM_RENDER_CHARACTERS;
static DeclareTimer FTM_RENDER_FAKE_VBO_UPDATE;
static DeclareTimer FTM_RENDER_FONTS;
static DeclareTimer FTM_RENDER_FULLBRIGHT;
static DeclareTimer FTM_RENDER_GEOMETRY;
static DeclareTimer FTM_RENDER_GLOW;
static DeclareTimer FTM_RENDER_GRASS;
static DeclareTimer FTM_RENDER_INVISIBLE;
static DeclareTimer FTM_RENDER_OCCLUSION;
static DeclareTimer FTM_RENDER_SHINY;
static DeclareTimer FTM_RENDER_SIMPLE;
static DeclareTimer FTM_RENDER_TERRAIN;
static DeclareTimer FTM_RENDER_TREES;
static DeclareTimer FTM_RENDER_UI;
static DeclareTimer FTM_RENDER_WATER;
static DeclareTimer FTM_RENDER_WL_SKY;
static DeclareTimer FTM_RESET_DRAWORDER;
static DeclareTimer FTM_SHADOW_ALPHA;
static DeclareTimer FTM_SHADOW_AVATAR;
static DeclareTimer FTM_SHADOW_RENDER;
static DeclareTimer FTM_SHADOW_SIMPLE;
static DeclareTimer FTM_SHADOW_TERRAIN;
static DeclareTimer FTM_SHADOW_TREE;
static DeclareTimer FTM_SIMULATE_PARTICLES;
static DeclareTimer FTM_SLEEP;
static DeclareTimer FTM_SORT;
static DeclareTimer FTM_STATESORT;
static DeclareTimer FTM_STATESORT_DRAWABLE;
static DeclareTimer FTM_STATESORT_POSTSORT;
static DeclareTimer FTM_SWAP;
static DeclareTimer FTM_TEMP1;
static DeclareTimer FTM_TEMP2;
static DeclareTimer FTM_TEMP3;
static DeclareTimer FTM_TEMP4;
static DeclareTimer FTM_TEMP5;
static DeclareTimer FTM_TEMP6;
static DeclareTimer FTM_TEMP7;
static DeclareTimer FTM_TEMP8;
static DeclareTimer FTM_UPDATE_ANIMATION;
static DeclareTimer FTM_UPDATE_AVATAR;
static DeclareTimer FTM_UPDATE_CLOUDS;
static DeclareTimer FTM_UPDATE_GRASS;
static DeclareTimer FTM_UPDATE_MOVE;
static DeclareTimer FTM_UPDATE_PARTICLES;
static DeclareTimer FTM_UPDATE_PRIMITIVES;
static DeclareTimer FTM_UPDATE_SKY;
static DeclareTimer FTM_UPDATE_TERRAIN;
static DeclareTimer FTM_UPDATE_TEXTURES;
static DeclareTimer FTM_UPDATE_TREE;
static DeclareTimer FTM_UPDATE_WATER;
static DeclareTimer FTM_UPDATE_WLPARAM;
static DeclareTimer FTM_VFILE_WAIT;
static DeclareTimer FTM_WORLD_UPDATE;
public:
enum RootTimerMarker { ROOT };
static LLMutex* sLogLock;
static std::queue<LLSD> sLogQueue;
static BOOL sLog;
static BOOL sMetricLog;
LLFastTimer(RootTimerMarker);
LLFastTimer(NamedTimer::FrameState& timer)
: mFrameState(&timer)
{
NamedTimer::FrameState* frame_state = mFrameState;
frame_state->mLastStartTime = get_cpu_clock_count();
mStartSelfTime = frame_state->mLastStartTime;
frame_state->mActiveCount++;
frame_state->mCalls++;
// keep current parent as long as it is active when we are
frame_state->mMoveUpTree |= (frame_state->mParent->mActiveCount == 0);
mLastTimer = sCurTimer;
sCurTimer = this;
}
~LLFastTimer()
{
#if FAST_TIMER_ON
NamedTimer::FrameState* frame_state = mFrameState;
U64 cur_time = get_cpu_clock_count();
frame_state->mSelfTimeCounter += cur_time - mStartSelfTime;
frame_state->mActiveCount--;
LLFastTimer* last_timer = mLastTimer;
sCurTimer = last_timer;
// store last caller to bootstrap tree creation
frame_state->mLastCaller = last_timer->mFrameState;
// we are only tracking self time, so subtract our total time delta from parents
U64 total_time = cur_time - frame_state->mLastStartTime;
last_timer->mStartSelfTime += total_time;
#endif
}
// call this once a frame to reset timers
static void nextFrame();
// call this to reset timer hierarchy, averages, etc.
static void reset();
static U64 countsPerSecond();
static S32 getLastFrameIndex() { return sLastFrameIndex; }
static S32 getCurFrameIndex() { return sCurFrameIndex; }
static void writeLog(std::ostream& os);
public:
static bool sPauseHistory;
static bool sResetHistory;
private:
typedef std::vector<LLFastTimer*> timer_stack_t;
static LLFastTimer* sCurTimer;
static S32 sCurFrameIndex;
static S32 sLastFrameIndex;
static F64 sCPUClockFrequency;
U64 mStartSelfTime; // start time + time of all child timers
NamedTimer::FrameState* mFrameState;
LLFastTimer* mLastTimer;
};
#endif // LL_LLFASTTIMER_H
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