Doc: More notes for developers adding new PerformanceElements
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@@ -9,6 +9,28 @@
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/** @file framerate_type.h
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* Types for recording game performance data.
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*
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* @par Adding new measurements
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* Adding a new measurement requires multiple steps, which are outlined here.
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* The first thing to do is add a new member of the #PerformanceElement enum.
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* It must be added before \c PFE_MAX and should be added in a logical place.
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* For example, an element of the game loop would be added next to the other game loop elements, and a rendering element next to the other rendering elements.
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*
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* @par
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* Second is adding a member to the \link anonymous_namespace{framerate_gui.cpp}::_pf_data _pf_data \endlink array, in the same position as the new #PerformanceElement member.
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*
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* @par
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* Third is adding strings for the new element. There is an array in #ConPrintFramerate with strings used for the console command.
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* Additionally, there are two sets of strings in \c english.txt for two GUI uses, also in the #PerformanceElement order.
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* Search for \c STR_FRAMERATE_GAMELOOP and \c STR_FRAMETIME_CAPTION_GAMELOOP in \c english.txt to find those.
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*
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* @par
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* Last is actually adding the measurements. There are two ways to measure, either one-shot (a single function/block handling all processing),
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* or as an accumulated element (multiple functions/blocks that need to be summed across each frame/tick).
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* Use either the PerformanceMeasurer or the PerformanceAccumulator class respectively for the two cases.
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* Either class is used by instantiating an object of it at the beginning of the block to be measured, so it auto-destructs at the end of the block.
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* For PerformanceAccumulator, make sure to also call PerformanceAccumulator::Reset once at the beginning of a new frame. Usually the StateGameLoop function is appropriate for this.
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*
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* @see framerate_gui.cpp for implementation
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*/
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@@ -18,6 +40,12 @@
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#include "stdafx.h"
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#include "core/enum_type.hpp"
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/**
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* Elements of game performance that can be measured.
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*
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* @note When adding new elements here, make sure to also update all other locations depending on the length and order of this enum.
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* See <em>Adding new measurements</em> above.
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*/
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enum PerformanceElement {
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PFE_FIRST = 0,
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PFE_GAMELOOP = 0, ///< Speed of gameloop processing.
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@@ -36,12 +64,15 @@ enum PerformanceElement {
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};
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DECLARE_POSTFIX_INCREMENT(PerformanceElement)
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/** Type used to hold a performance timing measurement */
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typedef uint64 TimingMeasurement;
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/**
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* RAII class for measuring simple elements of performance.
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* Construct an object with the appropriate element parameter when processing begins,
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* time is automatically taken when the object goes out of scope again.
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*
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* Call Paused at the start of a frame if the processing of this element is paused.
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*/
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class PerformanceMeasurer {
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PerformanceElement elem;
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@@ -57,6 +88,12 @@ public:
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* RAII class for measuring multi-step elements of performance.
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* At the beginning of a frame, call Reset on the element, then construct an object in the scope where
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* each processing cycle happens. The measurements are summed between resets.
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*
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* Usually StateGameLoop is an appropriate function to place Reset calls in, but for elements with
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* more isolated scopes it can also be appropriate to Reset somewhere else.
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* An example is the CallVehicleTicks function where all the vehicle type elements are reset.
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*
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* The PerformanceMeasurer::Paused function can also be used with elements otherwise measured with this class.
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*/
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class PerformanceAccumulator {
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PerformanceElement elem;
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