Add perf node.

This commit is contained in:
Roz K 2023-01-01 07:45:01 +01:00
parent 8e49c16929
commit 3621a340f1
Signed by: roz
GPG Key ID: 51FBF4E483E1C822

View File

@ -13,6 +13,7 @@
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
from time import thread_time
from math import pi, tau, dist
from engine import *
@ -32,7 +33,7 @@ from game.environment import Environment
from game.inputs import InputFloat
from game.batch import Batch
from game.entity import Entity
from game.scene import SceneNode, TextureNode, ShaderNode, InputNode, DrawNode, FuncNode
from game.scene import Node, SceneNode, TextureNode, ShaderNode, InputNode, DrawNode, FuncNode
from game import sea
proj_hfov = pi * 0.25
@ -43,6 +44,34 @@ proj_far_z = 3000.0
sun_direction = math.vec3_normalize((1.0, 0.0, 0.5))
sun_power = 1.0
class PerfNode(Node):
__slots__ = '_count', '_min', '_max', '_total', '_name'
def __init__(self, name, *subnodes):
Node.__init__(self, *subnodes)
self._count = None
self._min = 10000.0
self._max = 0.0
self._total = 0.0
self._name = name
def __del__(self):
avg = round(self._total / self._count, 2)
print(self._name, "*", self._count,
": min =", round(self._min, 2), ", max =", round(self._max, 2), ", avg =", avg, "(ms)")
def draw(self, time):
begin = thread_time()
Node.draw(self, time)
elapsed = (thread_time() - begin) * 1000.0
if self._count is None:
self._count = 0
else:
self._count += 1
self._min = min(self._min, elapsed)
self._max = max(self._max, elapsed)
self._total += elapsed
class TestEntity(Entity):
__slots__ = 'translation', 'orientation', 'spawn_translation', 'spawn_orientation'
@ -158,30 +187,26 @@ def create_scene(keyboard, mouse):
sea_triangles = sea.sea_triangles(64, proj_far_z - 0.1, proj_ratio)
return SceneNode(
TextureNode({1: heightmap, 2: normalmap},
FuncNode(update_camera, (mouse, camera, environment)),
TextureNode({0: tiles_texture},
ShaderNode(tiles_shader,
InputNode(tiles_shader, camera, environment),
DrawNode(tiles_batch)
)
),
FuncNode(update_tests, (blob, cube, clouds)),
TextureNode({0: tests_texture},
ShaderNode(tests_shader,
InputNode(tests_shader, camera, environment),
DrawNode(tests_batch)
)
)
),
FuncNode(update_sea, (camera, sea_phase)),
TextureNode({0: sea_polar_textures, 1: sea_detail_texture},
ShaderNode(sea_shader,
InputNode(sea_shader, camera, environment, sea_phase),
DrawNode(sea_triangles)
)
)
)
PerfNode('frame',
TextureNode({1: heightmap, 2: normalmap},
FuncNode(update_camera, (mouse, camera, environment)),
TextureNode({0: tiles_texture},
ShaderNode(tiles_shader,
InputNode(tiles_shader, camera, environment),
PerfNode('tiles_batch',
DrawNode(tiles_batch)))),
FuncNode(update_tests, (blob, cube, clouds)),
TextureNode({0: tests_texture},
ShaderNode(tests_shader,
InputNode(tests_shader, camera, environment),
PerfNode('tests_batch',
DrawNode(tests_batch))))),
FuncNode(update_sea, (camera, sea_phase)),
TextureNode({0: sea_polar_textures, 1: sea_detail_texture},
ShaderNode(sea_shader,
InputNode(sea_shader, camera, environment, sea_phase),
PerfNode('sea_triangles',
DrawNode(sea_triangles))))))
def loop(display):
events = Events(display)