Profiler and LocalToWorldThreadedSystem

Added a simple profiler
Testing LocalToWorldSystem with Parallel execution for root nodes
This commit is contained in:
max
2024-10-19 23:41:05 +02:00
parent 6be63195f0
commit 82fe47f627
8 changed files with 434 additions and 17 deletions

View File

@ -111,10 +111,14 @@ public static class Engine
private static void Tick()
{
Profiler.BeginFrame();
AdvanceElapsedTime();
if (framerateCapped)
{
Profiler.BeginSample("framerateCapped");
/* We want to wait until the framerate cap,
* but we don't want to oversleep. Requesting repeated 1ms sleeps and
* seeing how long we actually slept for lets us estimate the worst case
@ -137,6 +141,8 @@ public static class Engine
Thread.SpinWait(1);
AdvanceElapsedTime();
}
Profiler.EndSample();
}
// Do not let any step take longer than our maximum.
@ -149,6 +155,7 @@ public static class Engine
{
while (accumulatedUpdateTime >= Timestep)
{
Profiler.BeginSample("Update");
Keyboard.Update();
Mouse.Update();
GamePad.Update();
@ -156,19 +163,26 @@ public static class Engine
ProcessSDLEvents();
// Tick game here...
Profiler.BeginSample("OnUpdate");
OnUpdate?.Invoke();
Profiler.EndSample();
AudioDevice.WakeThread();
accumulatedUpdateTime -= Timestep;
Profiler.EndSample();
}
double alpha = accumulatedUpdateTime / Timestep;
// Render here..
Profiler.BeginSample("OnRender");
OnRender?.Invoke();
Profiler.EndSample();
accumulatedDrawTime -= framerateCapTimeSpan;
}
Profiler.EndFrame();
}
private static TimeSpan AdvanceElapsedTime()

View File

@ -1,6 +1,4 @@
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
namespace Nerfed.Runtime;
@ -17,13 +15,120 @@ public struct ProfilerScope : IDisposable
public static class Profiler
{
[Conditional("PROFILING")]
public static void BeginSample(string label) {
public struct ProfileRecord
{
public string label;
public long startTime;
public long endTime;
public int depth;
public readonly double ElapsedMilliseconds()
{
long elapsedTicks = endTime - startTime;
return ((double)(elapsedTicks * 1000)) / Stopwatch.Frequency;
}
}
public class FrameData
{
public uint frame;
public readonly List<ProfileRecord> records = new List<ProfileRecord>();
public long startTime;
public long endTime;
public FrameData(uint frame, long startTime)
{
this.frame = frame;
this.startTime = startTime;
}
public double ElapsedMilliseconds()
{
long elapsedTicks = endTime - startTime;
return ((double)(elapsedTicks * 1000)) / Stopwatch.Frequency;
}
}
private const int maxFrames = 128;
public static readonly BoundedQueue<FrameData> frames = new(maxFrames);
public static bool recording = true;
private static readonly Stopwatch stopwatch = new Stopwatch();
private static FrameData currentFrame = null;
private static uint currentFrameIndex = 0;
private static int currentDepth = 0;
static Profiler()
{
stopwatch.Start();
}
[Conditional("PROFILING")]
public static void EndSample() {
public static void BeginFrame()
{
if (!recording)
{
return;
}
currentFrame = new FrameData(currentFrameIndex, stopwatch.ElapsedTicks);
currentDepth = 0;
currentFrameIndex++;
}
[Conditional("PROFILING")]
public static void EndFrame()
{
if (!recording)
{
return;
}
currentFrame.endTime = stopwatch.ElapsedTicks;
frames.Enqueue(currentFrame);
}
[Conditional("PROFILING")]
public static void BeginSample(string label)
{
if (!recording)
{
return;
}
ProfileRecord record = new ProfileRecord
{
label = label,
startTime = stopwatch.ElapsedTicks,
depth = currentDepth,
};
currentFrame.records.Add(record);
//Log.Info($"{record.label} {record.depth} | {record.startTime}");
currentDepth++; // Increase depth for nested scopes
}
[Conditional("PROFILING")]
public static void EndSample()
{
if (!recording)
{
return;
}
currentDepth--; // Decrease depth when exiting a scope
// Find the last uncompleted record at the current depth and set the end time
for (int i = currentFrame.records.Count - 1; i >= 0; i--)
{
if (currentFrame.records[i].endTime == 0)
{
ProfileRecord record = currentFrame.records[i];
record.endTime = stopwatch.ElapsedTicks;
currentFrame.records[i] = record; // Assign back to the list
//Log.Info($"{record.label} | {record.depth} | {record.endTime}");
break;
}
}
}
}

View File

@ -24,11 +24,9 @@ namespace Nerfed.Runtime.Systems
public override void Update(TimeSpan delta)
{
Matrix4x4 rootMatrix = Matrix4x4.Identity;
foreach (Entity entity in rootEntitiesFilter.Entities)
{
UpdateWorldTransform(entity, rootMatrix);
UpdateWorldTransform(entity, Matrix4x4.Identity);
}
}
@ -37,18 +35,17 @@ namespace Nerfed.Runtime.Systems
// TODO: Only update dirty transforms.
// If a parent is dirty all the children need to update their localToWorld matrix.
// How do we check if something is dirty? How do we know if a LocalTransform has been changed?
if (Has<LocalTransform>(entity))
{
LocalTransform localTransform = Get<LocalTransform>(entity);
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
LocalToWorld localToWorld = new(localToWorldMatrix);
Set(entity, localToWorld);
//Task.Delay(10).Wait();
//Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
}
ReverseSpanEnumerator<Entity> childEntities = World.OutRelations<ChildParentRelation>(entity);
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
foreach (Entity childEntity in childEntities)
{
UpdateWorldTransform(childEntity, localToWorldMatrix);

View File

@ -0,0 +1,81 @@
using MoonTools.ECS;
using Nerfed.Runtime.Components;
using Nerfed.Runtime.Util;
using System.Numerics;
namespace Nerfed.Runtime.Systems
{
public class LocalToWorldThreadedSystem : MoonTools.ECS.System
{
private readonly Filter rootEntitiesFilter;
private readonly Action<int> forEntity;
public LocalToWorldThreadedSystem(World world) : base(world)
{
rootEntitiesFilter = FilterBuilder.Include<LocalTransform>().Exclude<Child>().Build();
forEntity = UpdateEntity;
}
public override void Update(TimeSpan delta)
{
Parallel.For(0, rootEntitiesFilter.Count, forEntity);
}
private void UpdateEntity(int entityFilterIndex)
{
Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
UpdateWorldTransform(entity, Matrix4x4.Identity);
}
private void UpdateWorldTransform(Entity entity, Matrix4x4 localToWorldMatrix)
{
// TODO: Only update dirty transforms.
// If a parent is dirty all the children need to update their localToWorld matrix.
// How do we check if something is dirty? How do we know if a LocalTransform has been changed?
if (Has<LocalTransform>(entity))
{
LocalTransform localTransform = Get<LocalTransform>(entity);
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
LocalToWorld localToWorld = new(localToWorldMatrix);
Set(entity, localToWorld);
//Task.Delay(10).Wait();
//Log.Info($"Entity {entity} | local position {localTransform.position} | world position {localToWorldMatrix.Translation}");
}
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
foreach (Entity childEntity in childEntities)
{
UpdateWorldTransform(childEntity, localToWorldMatrix);
}
}
}
}
//System.Random rnd = new System.Random();
//World world = new World();
//Filter filter = world.FilterBuilder.Include<Test>().Build();
//for (int i = 0; i < 100; i++)
//{
// Entity e = world.CreateEntity(i.ToString());
// world.Set(e, new Test());
//}
//Action<int> forEntityIndex = ForEntityIndex;
//ParallelLoopResult result = Parallel.For(0, filter.Count, forEntityIndex);
//Console.WriteLine(result.IsCompleted);
//void ForEntityIndex(int entity)
//{
// int delay = rnd.Next(1, 1000);
// Task.Delay(delay).Wait();
// Console.WriteLine($"ForEntityIndex | {filter.NthEntity(entity).ID}");
//}
//namespace Hoi
//{
// public readonly record struct Test;
//}

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@ -0,0 +1,73 @@
using System.Collections;
namespace Nerfed.Runtime;
public class BoundedQueue<T> : IEnumerable<T>, ICollection, IReadOnlyCollection<T>
{
private readonly Queue<T> queue = null;
private readonly int maxSize = 10;
private T lastAddedElement;
public BoundedQueue(int maxSize)
{
this.maxSize = maxSize;
queue = new Queue<T>(maxSize);
}
public void Enqueue(T item)
{
queue.Enqueue(item);
if (queue.Count > maxSize)
{
queue.Dequeue(); // Remove the oldest element
}
lastAddedElement = item;
}
public T Dequeue()
{
return queue.Dequeue();
}
public T Peek()
{
return queue.Peek();
}
public T LastAddedElement()
{
return lastAddedElement;
}
public void Clear()
{
queue.Clear();
}
public bool Contains(T item)
{
return queue.Contains(item);
}
public IEnumerator<T> GetEnumerator()
{
return queue.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return queue.GetEnumerator();
}
public void CopyTo(Array array, int index)
{
((ICollection)queue).CopyTo(array, index);
}
public int Count => queue.Count;
public int Capacity => maxSize;
public bool IsSynchronized => ((ICollection)queue).IsSynchronized;
public object SyncRoot => ((ICollection)queue).SyncRoot;
int IReadOnlyCollection<T>.Count => queue.Count;
}