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CrowdControl/Assets/3rd/StompyRobot/SRDebugger/Scripts/UI/Controls/ProfilerGraphControl.cs

551 lines
14 KiB
C#

1 month ago
//#define LOGGING
#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1
#define LEGACY_UI
#endif
namespace SRDebugger.UI.Controls
{
using System.Collections.Generic;
using Services;
using SRF;
using SRF.Service;
using UnityEngine;
using UnityEngine.UI;
[ExecuteInEditMode]
[RequireComponent(typeof (RectTransform))]
[RequireComponent(typeof (CanvasRenderer))]
public class ProfilerGraphControl : Graphic
{
public enum VerticalAlignments
{
Top,
Bottom
}
public VerticalAlignments VerticalAlignment = VerticalAlignments.Bottom;
private static readonly float[] ScaleSteps =
{
1f/200f,
1f/160f,
1f/120f,
1f/100f,
1f/60f,
1f/30f,
1f/20f,
1f/12f,
1f/6f
};
/// <summary>
/// Resize the y-axis to fit the nearest useful fps value
/// </summary>
public bool FloatingScale;
/// <summary>
/// If not using FloatingScale, use the target FPS set by Application.targetFrameRate for TargetFps
/// </summary>
public bool TargetFpsUseApplication;
/// <summary>
/// Toggle drawing of the various axes
/// </summary>
public bool DrawAxes = true;
/// <summary>
/// If FloatingScale is disabled, use this value to determine y-axis
/// </summary>
public int TargetFps = 60;
public bool Clip = true;
public const float DataPointMargin = 2f;
public const float DataPointVerticalMargin = 2f;
public const float DataPointWidth = 4f;
public int VerticalPadding = 10;
public const int LineCount = 3;
public Color[] LineColours = new Color[0];
private IProfilerService _profilerService;
private ProfilerGraphAxisLabel[] _axisLabels;
private Rect _clipBounds;
#if LEGACY_UI
private List<UIVertex> _vbo;
#else
private readonly List<Vector3> _meshVertices = new List<Vector3>();
private readonly List<Color32> _meshVertexColors = new List<Color32>();
private readonly List<int> _meshTriangles = new List<int>();
#endif
protected override void Awake()
{
base.Awake();
_profilerService = SRServiceManager.GetService<IProfilerService>();
}
protected override void Start()
{
base.Start();
}
protected void Update()
{
SetVerticesDirty();
}
#if LEGACY_UI
protected override void OnFillVBO(List<UIVertex> vbo)
#else
[System.ObsoleteAttribute]
protected override void OnPopulateMesh(Mesh m)
#endif
{
#if LEGACY_UI
_vbo = vbo;
#else
_meshVertices.Clear();
_meshVertexColors.Clear();
_meshTriangles.Clear();
#endif
#if LOGGING
if(!Application.isPlaying)
Debug.Log("Draw");
#endif
var graphWidth = rectTransform.rect.width;
var graphHeight = rectTransform.rect.height;
_clipBounds = new Rect(0, 0, graphWidth, graphHeight);
var targetFps = TargetFps;
if (Application.isPlaying && TargetFpsUseApplication && Application.targetFrameRate > 0)
{
targetFps = Application.targetFrameRate;
}
var maxValue = 1f/targetFps;
// Holds the index of the nearest 'useful' FPS step
var fpsStep = -1;
var maxFrameTime = FloatingScale ? CalculateMaxFrameTime() : 1f/targetFps;
if (FloatingScale)
{
for (var i = 0; i < ScaleSteps.Length; i++)
{
var step = ScaleSteps[i];
if (maxFrameTime < step*1.1f)
{
maxValue = step;
fpsStep = i;
break;
}
}
// Fall back on the largest one
if (fpsStep < 0)
{
fpsStep = ScaleSteps.Length - 1;
maxValue = ScaleSteps[fpsStep];
}
}
else
{
// Search for the next scale step after the user-provided step
for (var i = 0; i < ScaleSteps.Length; i++)
{
var step = ScaleSteps[i];
if (maxFrameTime > step)
{
fpsStep = i;
}
}
}
var verticalScale = (graphHeight - (VerticalPadding*2))/maxValue;
// Number of data points that can fit into the graph space
var availableDataPoints = CalculateVisibleDataPointCount();
// Reallocate vertex array if insufficient length (or not yet created)
var sampleCount = GetFrameBufferCurrentSize();
for (var i = 0; i < sampleCount; i++)
{
// Break loop if all visible data points have been drawn
if (i >= availableDataPoints)
{
break;
}
// When using right-alignment, read from the end of the profiler buffer
var frame = GetFrame(sampleCount - i - 1);
// Left-hand x coord
var lx = graphWidth - DataPointWidth*i - DataPointWidth - graphWidth/2f;
DrawDataPoint(lx, verticalScale, frame);
}
if (DrawAxes)
{
if (!FloatingScale)
{
DrawAxis(maxValue, maxValue*verticalScale, GetAxisLabel(0));
}
var axisCount = 2;
var j = 0;
if (!FloatingScale)
{
j++;
}
for (var i = fpsStep; i >= 0; --i)
{
if (j >= axisCount)
{
break;
}
DrawAxis(ScaleSteps[i], ScaleSteps[i]*verticalScale, GetAxisLabel(j));
++j;
}
}
#if !LEGACY_UI
m.Clear();
m.SetVertices(_meshVertices);
m.SetColors(_meshVertexColors);
m.SetTriangles(_meshTriangles, 0);
#endif
}
protected void DrawDataPoint(float xPosition, float verticalScale, ProfilerFrame frame)
{
// Right-hand x-coord
var rx = Mathf.Min(_clipBounds.width/2f, xPosition + DataPointWidth - DataPointMargin);
var currentLineHeight = 0f;
for (var j = 0; j < LineCount; j++)
{
var lineIndex = j;
var value = 0f;
if (j == 0)
{
value = (float) frame.UpdateTime;
}
else if (j == 1)
{
value = (float) frame.RenderTime;
}
else if (j == 2)
{
value = (float) frame.OtherTime;
}
value *= verticalScale;
if (value.ApproxZero() || value - DataPointVerticalMargin*2f < 0f)
{
continue;
}
// Lower y-coord
var ly = currentLineHeight + DataPointVerticalMargin - rectTransform.rect.height/2f;
if (VerticalAlignment == VerticalAlignments.Top)
{
ly = rectTransform.rect.height/2f - currentLineHeight - DataPointVerticalMargin;
}
// Upper y-coord
var uy = ly + value - DataPointVerticalMargin;
if (VerticalAlignment == VerticalAlignments.Top)
{
uy = ly - value + DataPointVerticalMargin;
}
var c = LineColours[lineIndex];
AddRect(new Vector3(Mathf.Max(-_clipBounds.width/2f, xPosition), ly),
new Vector3(Mathf.Max(-_clipBounds.width/2f, xPosition), uy), new Vector3(rx, uy),
new Vector3(rx, ly), c);
currentLineHeight += value;
}
}
protected void DrawAxis(float frameTime, float yPosition, ProfilerGraphAxisLabel label)
{
#if LOGGING
if(!Application.isPlaying)
Debug.Log("Draw Axis: {0}".Fmt(yPosition));
#endif
var lx = -rectTransform.rect.width*0.5f;
var rx = -lx;
var uy = yPosition - rectTransform.rect.height*0.5f + 0.5f;
var ly = yPosition - rectTransform.rect.height*0.5f - 0.5f;
var c = new Color(1f, 1f, 1f, 0.4f);
AddRect(new Vector3(lx, ly), new Vector3(lx, uy), new Vector3(rx, uy), new Vector3(rx, ly), c);
if (label != null)
{
label.SetValue(frameTime, yPosition);
}
}
protected void AddRect(Vector3 tl, Vector3 tr, Vector3 bl, Vector3 br, Color c)
{
#if LEGACY_UI
var v = UIVertex.simpleVert;
v.color = c;
v.position = tl;
_vbo.Add(v);
v.position = tr;
_vbo.Add(v);
v.position = bl;
_vbo.Add(v);
v.position = br;
_vbo.Add(v);
#else
// New UI system uses triangles
_meshVertices.Add(tl);
_meshVertices.Add(tr);
_meshVertices.Add(bl);
_meshVertices.Add(br);
_meshTriangles.Add(_meshVertices.Count - 4); // tl
_meshTriangles.Add(_meshVertices.Count - 3); // tr
_meshTriangles.Add(_meshVertices.Count - 1); // br
_meshTriangles.Add(_meshVertices.Count - 2); // bl
_meshTriangles.Add(_meshVertices.Count - 1); // br
_meshTriangles.Add(_meshVertices.Count - 3); // tr
_meshVertexColors.Add(c);
_meshVertexColors.Add(c);
_meshVertexColors.Add(c);
_meshVertexColors.Add(c);
#endif
}
protected ProfilerFrame GetFrame(int i)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
return TestData[i];
}
#endif
return _profilerService.FrameBuffer[i];
}
protected int CalculateVisibleDataPointCount()
{
return Mathf.RoundToInt(rectTransform.rect.width/DataPointWidth);
}
protected int GetFrameBufferCurrentSize()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
return TestData.Length;
}
#endif
return _profilerService.FrameBuffer.Count;
}
protected int GetFrameBufferMaxSize()
{
#if UNITY_EDITOR
if (!Application.isPlaying)
{
return TestData.Length;
}
#endif
return _profilerService.FrameBuffer.Capacity;
}
protected float CalculateMaxFrameTime()
{
var frameCount = GetFrameBufferCurrentSize();
var c = Mathf.Min(CalculateVisibleDataPointCount(), frameCount);
var max = 0d;
for (var i = 0; i < c; i++)
{
var frameNumber = frameCount - i - 1;
var t = GetFrame(frameNumber);
if (t.FrameTime > max)
{
max = t.FrameTime;
}
}
return (float) max;
}
private ProfilerGraphAxisLabel GetAxisLabel(int index)
{
if (_axisLabels == null || !Application.isPlaying)
{
_axisLabels = GetComponentsInChildren<ProfilerGraphAxisLabel>();
}
if (_axisLabels.Length > index)
{
return _axisLabels[index];
}
Debug.LogWarning("[SRDebugger.Profiler] Not enough axis labels in pool");
return null;
}
#region Editor Only test data
#if UNITY_EDITOR
private ProfilerFrame[] TestData
{
get
{
if (_testData == null)
{
_testData = GenerateSampleData();
}
return _testData;
}
}
private ProfilerFrame[] _testData;
protected static ProfilerFrame[] GenerateSampleData()
{
var sampleCount = 200;
var data = new ProfilerFrame[sampleCount];
for (var i = 0; i < sampleCount; i++)
{
var frame = new ProfilerFrame();
for (var j = 0; j < 3; j++)
{
var v = 0d;
if (j == 0)
{
v = Mathf.PerlinNoise(i/200f, 0);
}
else if (j == 1)
{
v = Mathf.PerlinNoise(0, i/200f);
}
else
{
v = Random.Range(0, 1f);
}
v *= (1f/60f)*0.333f;
// Simulate spikes
if (Random.value > 0.8f)
{
v *= Random.Range(1.2f, 1.8f);
}
if (j == 2)
{
v *= 0.1f;
}
if (j == 0)
{
frame.UpdateTime = v;
}
else if (j == 1)
{
frame.RenderTime = v;
}
else if (j == 2)
{
frame.FrameTime = frame.RenderTime + frame.UpdateTime + v;
}
}
data[i] = frame;
}
data[0] = new ProfilerFrame
{
FrameTime = 0.005,
RenderTime = 0.005,
UpdateTime = 0.005
};
data[sampleCount - 1] = new ProfilerFrame
{
FrameTime = 1d/60d,
RenderTime = 0.007,
UpdateTime = 0.007
};
return data;
}
#endif
#endregion
}
}