Compare commits
5
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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6ad5aa3f2c | ||
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d9582aecdd | ||
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7853a768de | ||
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83f77d1ebe | ||
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2d4139fb2c |
@@ -1,4 +0,0 @@
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# Copilot Instructions
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||||||
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## Project Guidelines
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- In MoonTools.ECS, do not store plain references to `Entity` objects in long-lived collections outside the ECS world, because their underlying IDs can be reused or destroyed. Instead, query the ECS world to track or process entities based on their assigned components.
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@@ -1,6 +1,4 @@
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Text.Json;
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using Nerfed.Builder.Meta;
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namespace Nerfed.Builder;
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namespace Nerfed.Builder;
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@@ -59,45 +57,15 @@ public class Builder : IDisposable
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string outFile = $"{args.ResourceOutPath}/{relativeFile}{PathUtil.ImportedFileExtension}";
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string outFile = $"{args.ResourceOutPath}/{relativeFile}{PathUtil.ImportedFileExtension}";
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FileInfo inFileInfo = new FileInfo(inFile);
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FileInfo inFileInfo = new FileInfo(inFile);
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FileInfo outFileInfo = new FileInfo(outFile);
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// =========================================================================
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if (!FileUtil.IsNewer(inFileInfo, outFileInfo))
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// STEP 1: GUID META FILE SYNC
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// Ensure the source file has a backing .meta file generating its Guid
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// =========================================================================
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string metaFile = inFile + ".meta";
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AssetMeta metaData;
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if (!File.Exists(metaFile))
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{
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// Generate a brand new meta file to track this asset permanently
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metaData = new AssetMeta(Guid.NewGuid());
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string json = JsonSerializer.Serialize(metaData, new JsonSerializerOptions { WriteIndented = true });
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File.WriteAllText(metaFile, json);
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Console.WriteLine($"[Meta] Generated new tracking ID '{metaData.Id}' for {relativeFile}");
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}
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else
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{
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// Load the existing guid
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metaData = JsonSerializer.Deserialize<AssetMeta>(File.ReadAllText(metaFile))!;
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}
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// Change output file from Name.ext.bin -> /GUID.bin to completely anonymize the actual game package!
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string cacheOutFile = $"{args.ResourceOutPath}/{metaData.Id}.bin";
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FileInfo outFileInfo = new FileInfo(cacheOutFile);
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// Rebuild if the source file changed, or if the meta file changed!
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FileInfo metaFileInfo = new FileInfo(metaFile);
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bool requiresCompile = !outFileInfo.Exists ||
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FileUtil.IsNewer(inFileInfo, outFileInfo) ||
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FileUtil.IsNewer(metaFileInfo, outFileInfo);
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if (!requiresCompile)
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{
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{
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// File has not changed since last build, no need to build this one.
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// File has not changed since last build, no need to build this one.
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return;
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return;
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}
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}
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string outDir = Path.GetDirectoryName(cacheOutFile)!;
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string outDir = Path.GetDirectoryName(outFile);
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if (!Directory.Exists(outDir))
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if (!Directory.Exists(outDir))
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{
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{
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Directory.CreateDirectory(outDir);
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Directory.CreateDirectory(outDir);
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@@ -106,14 +74,14 @@ public class Builder : IDisposable
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string ext = Path.GetExtension(inFile).ToLower();
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string ext = Path.GetExtension(inFile).ToLower();
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if (importers.TryGetValue(ext, out IImporter importer))
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if (importers.TryGetValue(ext, out IImporter importer))
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{
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{
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importer.Import(inFile, cacheOutFile); // Compile source directly to hash.bin
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importer.Import(inFile, outFile);
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}
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}
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else
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else
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{
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{
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rawFileImporter.Import(inFile, cacheOutFile);
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rawFileImporter.Import(inFile, outFile);
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}
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}
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Console.WriteLine($"Compiled {relativeFile} -> {metaData.Id}.bin");
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Console.WriteLine(relativeFile);
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}
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}
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catch (Exception e)
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catch (Exception e)
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{
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{
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@@ -1,30 +0,0 @@
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using System;
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namespace Nerfed.Builder.Meta
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{
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/// <summary>
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/// Foundation for JSON-serialized metadata files (e.g. hero.png.meta)
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/// </summary>
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public class AssetMeta
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{
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/// <summary>
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/// The universally unique identifier for this asset, generated on first import.
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/// </summary>
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public Guid Id { get; set; }
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/// <summary>
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/// The importer version. Useful to force re-imports if your engine updates how it parses textures.
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/// </summary>
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public int ImporterVersion { get; set; } = 1;
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/// <summary>
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/// Base constructor needed for JSON deserialization
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/// </summary>
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public AssetMeta() { }
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public AssetMeta(Guid id)
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{
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Id = id;
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}
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}
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}
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+25
-25
@@ -29,40 +29,40 @@ internal class Program
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//systems.Add(new ParentSystem(world));
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//systems.Add(new ParentSystem(world));
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systems.Add(new LocalToWorldSystem(world));
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systems.Add(new LocalToWorldSystem(world));
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editorSystems.Add(new EditorProfilerWindow(world));
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editorSystems.Add(new EditorProfilerWindow(world));
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// editorSystems.Add(new EditorHierarchyWindow(world));
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editorSystems.Add(new EditorHierarchyWindow(world));
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#if DEBUG
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#if DEBUG
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editorSystems.Add(new EditorInspectorWindow(world));
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editorSystems.Add(new EditorInspectorWindow(world));
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#endif
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#endif
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// Entity ent1 = world.CreateEntity("parent");
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Entity ent1 = world.CreateEntity("parent");
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// world.Set(ent1, new Root());
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world.Set(ent1, new Root());
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// world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
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world.Set(ent1, new LocalTransform(new Vector3(1, 0, 0), Quaternion.Identity, Vector3.One));
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//
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// Entity ent2 = world.CreateEntity("child");
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// world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
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// Transform.SetParent(world, ent2, ent1);
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//
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// Entity ent3 = world.CreateEntity("entity3");
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||||||
// world.Set(ent3, new Root());
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||||||
// Transform.SetParent(world, ent3, ent2);
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//
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// Entity ent4 = world.CreateEntity("entity4");
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// world.Set(ent4, new Root());
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//
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||||||
// Entity ent5 = world.CreateBaseEntity("entity5");
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for (int i = 0; i < 1000000; i++)
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Entity ent2 = world.CreateEntity("child");
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world.Set(ent2, new LocalTransform(new Vector3(0, 1, 0), Quaternion.Identity, Vector3.One));
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Transform.SetParent(world, ent2, ent1);
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Entity ent3 = world.CreateEntity("entity3");
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world.Set(ent3, new Root());
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Transform.SetParent(world, ent3, ent2);
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Entity ent4 = world.CreateEntity("entity4");
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world.Set(ent4, new Root());
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Entity ent5 = world.CreateBaseEntity("entity5");
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for (int i = 0; i < 256; i++)
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{
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{
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Entity newEnt = world.CreateBaseEntity();
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Entity newEnt = world.CreateBaseEntity();
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world.Set(newEnt, new LocalTransform(new Vector3(i, i, i), Quaternion.Identity, Vector3.One));
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world.Set(newEnt, new LocalTransform(new Vector3(i, i, i), Quaternion.Identity, Vector3.One));
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// Entity parent = newEnt;
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Entity parent = newEnt;
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// for (int j = 0; j < 2; j++) {
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for (int j = 0; j < 2; j++) {
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// Entity newChildEnt = world.CreateEntity();
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Entity newChildEnt = world.CreateEntity();
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// world.Set(newChildEnt, new LocalTransform(new Vector3(i + j * i, i - j * i, j - i * i), Quaternion.Identity, Vector3.One));
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world.Set(newChildEnt, new LocalTransform(new Vector3(i + j * i, i - j * i, j - i * i), Quaternion.Identity, Vector3.One));
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// Transform.SetParent(world, newChildEnt, parent);
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Transform.SetParent(world, newChildEnt, parent);
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// parent = newChildEnt;
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parent = newChildEnt;
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// }
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}
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}
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}
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// Open project.
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// Open project.
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|||||||
@@ -1,6 +1,7 @@
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using ImGuiNET;
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using ImGuiNET;
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using MoonTools.ECS;
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using MoonTools.ECS;
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||||||
using Nerfed.Runtime;
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using Nerfed.Runtime;
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||||||
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using System.Numerics;
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||||||
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||||||
namespace Nerfed.Editor.Systems
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namespace Nerfed.Editor.Systems
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||||||
{
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{
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||||||
@@ -12,7 +13,10 @@ namespace Nerfed.Editor.Systems
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private int selectedFrame = 0;
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private int selectedFrame = 0;
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||||||
private int previousSelectedFrame = -1;
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private int previousSelectedFrame = -1;
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||||||
private IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> orderedCombinedData = null;
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private IOrderedEnumerable<KeyValuePair<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)>> orderedCombinedData = null;
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||||||
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private IOrderedEnumerable<KeyValuePair<int, Profiler.RollingThreadMetrics>> orderedThreadRollingData = null;
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private readonly ProfilerVisualizer.TimelineState timelineState = new ProfilerVisualizer.TimelineState();
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private readonly List<Profiler.Frame> frameSnapshot = new List<Profiler.Frame>(256);
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public EditorProfilerWindow(World world) : base(world)
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public EditorProfilerWindow(World world) : base(world)
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{
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{
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@@ -25,49 +29,108 @@ namespace Nerfed.Editor.Systems
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|||||||
return;
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return;
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||||||
}
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}
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||||||
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if (Profiler.CopyFramesTo(frameSnapshot) <= 0)
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{
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return;
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||||||
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}
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||||||
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||||||
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selectedFrame = Math.Clamp(selectedFrame, 0, frameSnapshot.Count - 1);
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timelineState.SelectedFrameIndex = Math.Clamp(timelineState.SelectedFrameIndex, -1, frameSnapshot.Count - 1);
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timelineState.VisibleFrameCount = Math.Clamp(timelineState.VisibleFrameCount, 1, frameSnapshot.Count);
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ImGui.Begin("Profiler");
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ImGui.Begin("Profiler");
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ImGui.BeginChild("Toolbar", new System.Numerics.Vector2(0, 0), ImGuiChildFlags.AutoResizeY);
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ImGui.BeginChild("Toolbar", new Vector2(0, 0), ImGuiChildFlags.AutoResizeY);
|
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if (ImGui.RadioButton("Recording", Profiler.IsRecording))
|
if (ImGui.RadioButton("Recording", Profiler.IsRecording))
|
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{
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{
|
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Profiler.SetActive(!Profiler.IsRecording);
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Profiler.SetActive(!Profiler.IsRecording);
|
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}
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}
|
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|
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ImGui.SameLine();
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ImGui.SameLine();
|
||||||
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ImGui.Text("Follow");
|
||||||
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ImGui.SameLine();
|
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ImGui.Checkbox("##follow-timeline", ref timelineState.FollowLatest);
|
||||||
|
ImGui.SameLine();
|
||||||
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|
||||||
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int visibleFrameCount = timelineState.VisibleFrameCount;
|
||||||
|
ImGui.SetNextItemWidth(130f);
|
||||||
|
if (ImGui.SliderInt("Window", ref visibleFrameCount, 1, frameSnapshot.Count))
|
||||||
|
{
|
||||||
|
timelineState.VisibleFrameCount = visibleFrameCount;
|
||||||
|
timelineState.FollowLatest = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui.SameLine();
|
||||||
|
if (ImGui.Button("Reset Zoom"))
|
||||||
|
{
|
||||||
|
timelineState.Zoom = 1f;
|
||||||
|
timelineState.PanTicks = 0d;
|
||||||
|
timelineState.FollowLatest = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui.SameLine();
|
||||||
|
int mode = (int)Profiler.Mode;
|
||||||
|
ImGui.SetNextItemWidth(130f);
|
||||||
|
if (ImGui.Combo("Mode", ref mode, "Instrumented\0Sampled\0"))
|
||||||
|
{
|
||||||
|
Profiler.Mode = (Profiler.CaptureMode)mode;
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui.SameLine();
|
||||||
|
int stride = Profiler.SamplingStride;
|
||||||
|
ImGui.SetNextItemWidth(90f);
|
||||||
|
if (ImGui.SliderInt("Stride", ref stride, 1, 64))
|
||||||
|
{
|
||||||
|
Profiler.SamplingStride = stride;
|
||||||
|
}
|
||||||
|
|
||||||
if (Profiler.IsRecording)
|
if (Profiler.IsRecording)
|
||||||
{
|
{
|
||||||
// Select last frame when recording to see latest frame data.
|
// Select last frame when recording to see latest frame data.
|
||||||
selectedFrame = Profiler.Frames.Count - 1;
|
selectedFrame = frameSnapshot.Count - 1;
|
||||||
}
|
|
||||||
if (ImGui.SliderInt(string.Empty, ref selectedFrame, 0, Profiler.Frames.Count - 1))
|
|
||||||
{
|
|
||||||
// Stop recording when browsing frames.
|
|
||||||
Profiler.SetActive(false);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Profiler.Frame frame = Profiler.Frames.ElementAt(selectedFrame);
|
int sliderFrame = selectedFrame;
|
||||||
|
if (ImGui.SliderInt("Frame", ref sliderFrame, 0, frameSnapshot.Count - 1))
|
||||||
|
{
|
||||||
|
selectedFrame = sliderFrame;
|
||||||
|
timelineState.SelectedFrameIndex = selectedFrame;
|
||||||
|
timelineState.FollowLatest = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
Profiler.Frame frame = frameSnapshot[selectedFrame];
|
||||||
double ms = frame.ElapsedMilliseconds();
|
double ms = frame.ElapsedMilliseconds();
|
||||||
double s = 1000;
|
double s = 1000;
|
||||||
ImGui.Text($"Frame: {frame.FrameCount} ({ms:0.000} ms | {(s / ms):0} fps)");
|
ImGui.Text($"Frame: {frame.FrameCount} ({ms:0.000} ms | {(s / ms):0} fps)");
|
||||||
|
ImGui.Text($"Budget: {frame.BudgetMilliseconds:0.00} ms ({(frame.OverBudget ? "over" : "within")})");
|
||||||
|
ImGui.Text($"Thread Budget: {Profiler.ThreadBudgetMilliseconds:0.00} ms | Capture: {Profiler.Mode}");
|
||||||
|
ImGui.Text($"Alloc: {frame.AllocatedBytesDelta / 1024d:0.0} KB | GC: G0 {frame.Gen0CollectionsDelta}, G1 {frame.Gen1CollectionsDelta}, G2 {frame.Gen2CollectionsDelta}");
|
||||||
ImGui.EndChild();
|
ImGui.EndChild();
|
||||||
|
|
||||||
if (!Profiler.IsRecording) {
|
ProfilerVisualizer.TimelineRenderResult timelineResult = DrawFlameGraph(frameSnapshot, timelineState);
|
||||||
if (previousSelectedFrame != selectedFrame)
|
if (timelineResult.SelectionChanged)
|
||||||
{
|
{
|
||||||
previousSelectedFrame = selectedFrame;
|
selectedFrame = timelineResult.SelectedFrameIndex;
|
||||||
orderedCombinedData = CalculateCombinedData(frame);
|
|
||||||
}
|
|
||||||
|
|
||||||
DrawFlameGraph(frame);
|
|
||||||
|
|
||||||
DrawHierachy(frame);
|
|
||||||
|
|
||||||
ImGui.SameLine();
|
|
||||||
|
|
||||||
DrawCombined(orderedCombinedData);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
selectedFrame = Math.Clamp(selectedFrame, 0, frameSnapshot.Count - 1);
|
||||||
|
frame = frameSnapshot[selectedFrame];
|
||||||
|
|
||||||
|
if (previousSelectedFrame != selectedFrame)
|
||||||
|
{
|
||||||
|
previousSelectedFrame = selectedFrame;
|
||||||
|
orderedCombinedData = CalculateCombinedData(frame);
|
||||||
|
orderedThreadRollingData = CalculateThreadRollingData();
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawThreadRolling(orderedThreadRollingData);
|
||||||
|
|
||||||
|
DrawHierachy(frame);
|
||||||
|
|
||||||
|
ImGui.SameLine();
|
||||||
|
|
||||||
|
DrawCombined(orderedCombinedData);
|
||||||
|
|
||||||
ImGui.End();
|
ImGui.End();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -78,13 +141,18 @@ namespace Nerfed.Editor.Systems
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui.BeginChild("Hierachy", new System.Numerics.Vector2(150, 0), ImGuiChildFlags.ResizeX);
|
ImGui.BeginChild("Hierachy", new Vector2(150, 0), ImGuiChildFlags.ResizeX);
|
||||||
|
|
||||||
if (ImGui.BeginTable("ProfilerData", 3, tableFlags, new System.Numerics.Vector2(0, 0)))
|
if (ImGui.BeginTable("ProfilerData", 8, tableFlags, new Vector2(0, 0)))
|
||||||
{
|
{
|
||||||
ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.8f, 0);
|
ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.30f, 0);
|
||||||
ImGui.TableSetupColumn("thread", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
|
ImGui.TableSetupColumn("category", ImGuiTableColumnFlags.WidthStretch, 0.12f, 1);
|
||||||
ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
|
ImGui.TableSetupColumn("tags", ImGuiTableColumnFlags.WidthStretch, 0.08f, 2);
|
||||||
|
ImGui.TableSetupColumn("thread", ImGuiTableColumnFlags.WidthStretch, 0.08f, 3);
|
||||||
|
ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.10f, 4);
|
||||||
|
ImGui.TableSetupColumn("self", ImGuiTableColumnFlags.WidthStretch, 0.10f, 5);
|
||||||
|
ImGui.TableSetupColumn("alloc(B)", ImGuiTableColumnFlags.WidthStretch, 0.11f, 6);
|
||||||
|
ImGui.TableSetupColumn("self alloc", ImGuiTableColumnFlags.WidthStretch, 0.11f, 7);
|
||||||
ImGui.TableSetupScrollFreeze(0, 1); // Make row always visible
|
ImGui.TableSetupScrollFreeze(0, 1); // Make row always visible
|
||||||
ImGui.TableHeadersRow();
|
ImGui.TableHeadersRow();
|
||||||
|
|
||||||
@@ -115,10 +183,29 @@ namespace Nerfed.Editor.Systems
|
|||||||
isOpen = ImGui.TreeNodeEx(node.Label, treeNodeFlags);
|
isOpen = ImGui.TreeNodeEx(node.Label, treeNodeFlags);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{node.Category}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"0x{node.TagMask:X}");
|
||||||
ImGui.TableNextColumn();
|
ImGui.TableNextColumn();
|
||||||
ImGui.Text($"{node.ManagedThreadId}");
|
ImGui.Text($"{node.ManagedThreadId}");
|
||||||
ImGui.TableNextColumn();
|
ImGui.TableNextColumn();
|
||||||
ImGui.Text($"{node.ElapsedMilliseconds():0.000}");
|
ImGui.Text($"{node.ElapsedMilliseconds():0.000}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{node.SelfMilliseconds():0.000}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
if (node.ProfilerSetupBytes > 0)
|
||||||
|
{
|
||||||
|
ImGui.Text($"{node.AllocatedBytes} !");
|
||||||
|
if (ImGui.IsItemHovered())
|
||||||
|
ImGui.SetTooltip($"{node.ProfilerSetupBytes} B is profiler warmup overhead");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
ImGui.Text($"{node.AllocatedBytes}");
|
||||||
|
}
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{node.SelfAllocatedBytes()}");
|
||||||
|
|
||||||
if (isOpen)
|
if (isOpen)
|
||||||
{
|
{
|
||||||
@@ -130,24 +217,29 @@ namespace Nerfed.Editor.Systems
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void DrawCombined(in IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> orderedCombinedData)
|
private static void DrawCombined(in IOrderedEnumerable<KeyValuePair<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)>> orderedCombinedData)
|
||||||
{
|
{
|
||||||
if(orderedCombinedData == null)
|
if(orderedCombinedData == null)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui.BeginChild("Combined", new System.Numerics.Vector2(0, 0));
|
ImGui.BeginChild("Combined", new Vector2(0, 0));
|
||||||
|
|
||||||
if (ImGui.BeginTable("ProfilerCombinedData", 3, tableFlags, new System.Numerics.Vector2(0, 0)))
|
if (ImGui.BeginTable("ProfilerCombinedData", 8, tableFlags, new Vector2(0, 0)))
|
||||||
{
|
{
|
||||||
ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.6f, 0);
|
ImGui.TableSetupColumn("name", ImGuiTableColumnFlags.WidthStretch, 0.32f, 0);
|
||||||
ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.2f, 1);
|
ImGui.TableSetupColumn("ms", ImGuiTableColumnFlags.WidthStretch, 0.11f, 1);
|
||||||
ImGui.TableSetupColumn("calls", ImGuiTableColumnFlags.WidthStretch, 0.2f, 2);
|
ImGui.TableSetupColumn("self", ImGuiTableColumnFlags.WidthStretch, 0.11f, 2);
|
||||||
|
ImGui.TableSetupColumn("calls", ImGuiTableColumnFlags.WidthStretch, 0.08f, 3);
|
||||||
|
ImGui.TableSetupColumn("avg", ImGuiTableColumnFlags.WidthStretch, 0.09f, 4);
|
||||||
|
ImGui.TableSetupColumn("p95", ImGuiTableColumnFlags.WidthStretch, 0.09f, 5);
|
||||||
|
ImGui.TableSetupColumn("alloc(B)", ImGuiTableColumnFlags.WidthStretch, 0.10f, 6);
|
||||||
|
ImGui.TableSetupColumn("self alloc", ImGuiTableColumnFlags.WidthStretch, 0.10f, 7);
|
||||||
ImGui.TableSetupScrollFreeze(0, 1); // Make row always visible
|
ImGui.TableSetupScrollFreeze(0, 1); // Make row always visible
|
||||||
ImGui.TableHeadersRow();
|
ImGui.TableHeadersRow();
|
||||||
|
|
||||||
foreach (KeyValuePair<string, (double ms, uint calls)> combinedData in orderedCombinedData)
|
foreach (KeyValuePair<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)> combinedData in orderedCombinedData)
|
||||||
{
|
{
|
||||||
ImGui.TableNextRow();
|
ImGui.TableNextRow();
|
||||||
ImGui.TableNextColumn();
|
ImGui.TableNextColumn();
|
||||||
@@ -155,7 +247,17 @@ namespace Nerfed.Editor.Systems
|
|||||||
ImGui.TableNextColumn();
|
ImGui.TableNextColumn();
|
||||||
ImGui.Text($"{combinedData.Value.ms:0.000}");
|
ImGui.Text($"{combinedData.Value.ms:0.000}");
|
||||||
ImGui.TableNextColumn();
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{combinedData.Value.selfMs:0.000}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
ImGui.Text($"{combinedData.Value.calls}");
|
ImGui.Text($"{combinedData.Value.calls}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{combinedData.Value.avgMs:0.000}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{combinedData.Value.p95Ms:0.000}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{combinedData.Value.allocBytes}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{combinedData.Value.selfAllocBytes}");
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui.EndTable();
|
ImGui.EndTable();
|
||||||
@@ -164,41 +266,78 @@ namespace Nerfed.Editor.Systems
|
|||||||
ImGui.EndChild();
|
ImGui.EndChild();
|
||||||
}
|
}
|
||||||
|
|
||||||
private static IOrderedEnumerable<KeyValuePair<string, (double ms, uint calls)>> CalculateCombinedData(Profiler.Frame frame)
|
private static IOrderedEnumerable<KeyValuePair<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)>> CalculateCombinedData(Profiler.Frame frame)
|
||||||
{
|
{
|
||||||
Dictionary<string, (double ms, uint calls)> combinedRecordData = new Dictionary<string, (double ms, uint calls)>(128);
|
IReadOnlyDictionary<string, Profiler.RollingLabelMetrics> rollingData = Profiler.GetRollingLabelMetricsSnapshot();
|
||||||
foreach (Profiler.ScopeNode node in frame.RootNodes)
|
Dictionary<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)> combinedRecordData = new Dictionary<string, (double ms, double selfMs, uint calls, double avgMs, double p95Ms, long allocBytes, long selfAllocBytes)>(128);
|
||||||
|
foreach (KeyValuePair<string, Profiler.LabelMetrics> metric in frame.LabelMetrics)
|
||||||
{
|
{
|
||||||
CalculateCombinedData(node, in combinedRecordData);
|
Profiler.RollingLabelMetrics rolling = default;
|
||||||
|
if (rollingData.TryGetValue(metric.Key, out Profiler.RollingLabelMetrics found))
|
||||||
|
{
|
||||||
|
rolling = found;
|
||||||
|
}
|
||||||
|
|
||||||
|
combinedRecordData[metric.Key] = (metric.Value.InclusiveMs, metric.Value.SelfMs, metric.Value.Calls, rolling.AverageMs, rolling.P95Ms, metric.Value.AllocatedBytes, metric.Value.SelfAllocatedBytes);
|
||||||
}
|
}
|
||||||
return combinedRecordData.OrderByDescending(x => x.Value.ms);
|
return combinedRecordData.OrderByDescending(x => x.Value.ms);
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void CalculateCombinedData(Profiler.ScopeNode node, in Dictionary<string, (double ms, uint calls)> combinedRecordData)
|
private static IOrderedEnumerable<KeyValuePair<int, Profiler.RollingThreadMetrics>> CalculateThreadRollingData()
|
||||||
{
|
{
|
||||||
if (combinedRecordData.TryGetValue(node.Label, out (double ms, uint calls) combined))
|
IReadOnlyDictionary<int, Profiler.RollingThreadMetrics> rollingData = Profiler.GetRollingThreadMetricsSnapshot();
|
||||||
{
|
return rollingData.OrderByDescending(x => x.Value.P95Ms);
|
||||||
combinedRecordData[node.Label] = (combined.ms + node.ElapsedMilliseconds(), combined.calls + 1);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
combinedRecordData.Add(node.Label, (node.ElapsedMilliseconds(), 1));
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < node.Children.Count; i++)
|
|
||||||
{
|
|
||||||
CalculateCombinedData(node.Children[i], combinedRecordData);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void DrawFlameGraph(Profiler.Frame frame)
|
private static void DrawThreadRolling(in IOrderedEnumerable<KeyValuePair<int, Profiler.RollingThreadMetrics>> orderedThreadRollingData)
|
||||||
{
|
{
|
||||||
if (frame == null)
|
if (orderedThreadRollingData == null)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
ProfilerVisualizer.RenderFlameGraph(frame);
|
ImGui.BeginChild("ThreadRolling", new Vector2(0, 140), ImGuiChildFlags.Border);
|
||||||
|
if (ImGui.BeginTable("ProfilerThreadRollingData", 6, tableFlags, new Vector2(0, 0)))
|
||||||
|
{
|
||||||
|
ImGui.TableSetupColumn("thread", ImGuiTableColumnFlags.WidthStretch, 0.15f, 0);
|
||||||
|
ImGui.TableSetupColumn("avg", ImGuiTableColumnFlags.WidthStretch, 0.20f, 1);
|
||||||
|
ImGui.TableSetupColumn("p95", ImGuiTableColumnFlags.WidthStretch, 0.20f, 2);
|
||||||
|
ImGui.TableSetupColumn("max", ImGuiTableColumnFlags.WidthStretch, 0.20f, 3);
|
||||||
|
ImGui.TableSetupColumn("samples", ImGuiTableColumnFlags.WidthStretch, 0.15f, 4);
|
||||||
|
ImGui.TableSetupColumn("misses", ImGuiTableColumnFlags.WidthStretch, 0.15f, 5);
|
||||||
|
ImGui.TableHeadersRow();
|
||||||
|
|
||||||
|
foreach (KeyValuePair<int, Profiler.RollingThreadMetrics> metric in orderedThreadRollingData)
|
||||||
|
{
|
||||||
|
ImGui.TableNextRow();
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"T{metric.Key}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{metric.Value.AverageMs:0.000}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{metric.Value.P95Ms:0.000}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{metric.Value.MaxMs:0.000}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{metric.Value.Samples}");
|
||||||
|
ImGui.TableNextColumn();
|
||||||
|
ImGui.Text($"{metric.Value.BudgetMisses}");
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui.EndTable();
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui.EndChild();
|
||||||
|
}
|
||||||
|
|
||||||
|
private static ProfilerVisualizer.TimelineRenderResult DrawFlameGraph(IReadOnlyList<Profiler.Frame> frames, ProfilerVisualizer.TimelineState timelineState)
|
||||||
|
{
|
||||||
|
if (frames == null || frames.Count == 0)
|
||||||
|
{
|
||||||
|
return default;
|
||||||
|
}
|
||||||
|
|
||||||
|
return ProfilerVisualizer.RenderTimeline(frames, timelineState);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,9 +1,7 @@
|
|||||||
using System.Numerics;
|
using System.Numerics;
|
||||||
using Nerfed.Runtime.Scene;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Components
|
namespace Nerfed.Runtime.Components
|
||||||
{
|
{
|
||||||
[SceneComponent]
|
|
||||||
public readonly record struct LocalTransform(Vector3 position, Quaternion rotation, Vector3 scale)
|
public readonly record struct LocalTransform(Vector3 position, Quaternion rotation, Vector3 scale)
|
||||||
{
|
{
|
||||||
public static readonly LocalTransform Identity = new(Vector3.Zero, Quaternion.Identity, Vector3.One);
|
public static readonly LocalTransform Identity = new(Vector3.Zero, Quaternion.Identity, Vector3.One);
|
||||||
|
|||||||
@@ -1,7 +1,4 @@
|
|||||||
using Nerfed.Runtime.Scene;
|
namespace Nerfed.Runtime.Components
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Components
|
|
||||||
{
|
{
|
||||||
[SceneComponent]
|
|
||||||
public readonly record struct Test();
|
public readonly record struct Test();
|
||||||
}
|
}
|
||||||
|
|||||||
+58
-30
@@ -16,7 +16,7 @@ public static class Engine
|
|||||||
public static bool VSync { get; set; }
|
public static bool VSync { get; set; }
|
||||||
|
|
||||||
public static GraphicsDevice GraphicsDevice { get; private set; }
|
public static GraphicsDevice GraphicsDevice { get; private set; }
|
||||||
//public static AudioDevice AudioDevice { get; private set; }
|
public static AudioDevice AudioDevice { get; private set; }
|
||||||
public static Window MainWindow { get; private set; }
|
public static Window MainWindow { get; private set; }
|
||||||
public static TimeSpan Timestep { get; private set; }
|
public static TimeSpan Timestep { get; private set; }
|
||||||
|
|
||||||
@@ -44,16 +44,19 @@ public static class Engine
|
|||||||
private const string WindowTitle = "Nerfed";
|
private const string WindowTitle = "Nerfed";
|
||||||
//..
|
//..
|
||||||
|
|
||||||
public static void Run(string[] args) {
|
public static void Run(string[] args)
|
||||||
|
{
|
||||||
Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
|
Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / TargetTimestep);
|
||||||
gameTimer = Stopwatch.StartNew();
|
gameTimer = Stopwatch.StartNew();
|
||||||
SetFrameLimiter(new FrameLimiterSettings(FrameLimiterMode.Capped, MaxFps));
|
SetFrameLimiter(new FrameLimiterSettings(FrameLimiterMode.Capped, MaxFps));
|
||||||
|
|
||||||
for(int i = 0; i < previousSleepTimes.Length; i += 1) {
|
for (int i = 0; i < previousSleepTimes.Length; i += 1)
|
||||||
|
{
|
||||||
previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
|
previousSleepTimes[i] = TimeSpan.FromMilliseconds(1);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0) {
|
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_TIMER | SDL.SDL_INIT_GAMECONTROLLER) < 0)
|
||||||
|
{
|
||||||
throw new Exception("Failed to init SDL");
|
throw new Exception("Failed to init SDL");
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -61,15 +64,17 @@ public static class Engine
|
|||||||
GraphicsDevice.LoadDefaultPipelines();
|
GraphicsDevice.LoadDefaultPipelines();
|
||||||
|
|
||||||
MainWindow = new Window(GraphicsDevice, new WindowCreateInfo(WindowTitle, WindowWidth, WindowHeight, ScreenMode.Windowed));
|
MainWindow = new Window(GraphicsDevice, new WindowCreateInfo(WindowTitle, WindowWidth, WindowHeight, ScreenMode.Windowed));
|
||||||
if(!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox)) {
|
if (!GraphicsDevice.ClaimWindow(MainWindow, SwapchainComposition.SDR, VSync ? PresentMode.VSync : PresentMode.Mailbox))
|
||||||
|
{
|
||||||
throw new Exception("Failed to claim window");
|
throw new Exception("Failed to claim window");
|
||||||
}
|
}
|
||||||
|
|
||||||
//AudioDevice = new AudioDevice();
|
AudioDevice = new AudioDevice();
|
||||||
|
|
||||||
OnInitialize?.Invoke();
|
OnInitialize?.Invoke();
|
||||||
|
|
||||||
while(!quit) {
|
while (!quit)
|
||||||
|
{
|
||||||
Tick();
|
Tick();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -78,33 +83,40 @@ public static class Engine
|
|||||||
GraphicsDevice.UnclaimWindow(MainWindow);
|
GraphicsDevice.UnclaimWindow(MainWindow);
|
||||||
MainWindow.Dispose();
|
MainWindow.Dispose();
|
||||||
GraphicsDevice.Dispose();
|
GraphicsDevice.Dispose();
|
||||||
//AudioDevice.Dispose();
|
AudioDevice.Dispose();
|
||||||
SDL.SDL_Quit();
|
SDL.SDL_Quit();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Updates the frame limiter settings.
|
/// Updates the frame limiter settings.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public static void SetFrameLimiter(FrameLimiterSettings settings) {
|
public static void SetFrameLimiter(FrameLimiterSettings settings)
|
||||||
|
{
|
||||||
framerateCapped = settings.Mode == FrameLimiterMode.Capped;
|
framerateCapped = settings.Mode == FrameLimiterMode.Capped;
|
||||||
|
|
||||||
if(framerateCapped) {
|
if (framerateCapped)
|
||||||
|
{
|
||||||
framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
|
framerateCapTimeSpan = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / settings.Cap);
|
||||||
} else {
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
framerateCapTimeSpan = TimeSpan.Zero;
|
framerateCapTimeSpan = TimeSpan.Zero;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void Quit() {
|
public static void Quit()
|
||||||
|
{
|
||||||
quit = true;
|
quit = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void Tick() {
|
private static void Tick()
|
||||||
|
{
|
||||||
Profiler.BeginFrame();
|
Profiler.BeginFrame();
|
||||||
|
|
||||||
AdvanceElapsedTime();
|
AdvanceElapsedTime();
|
||||||
|
|
||||||
if(framerateCapped) {
|
if (framerateCapped)
|
||||||
|
{
|
||||||
Profiler.BeginSample("framerateCapped");
|
Profiler.BeginSample("framerateCapped");
|
||||||
|
|
||||||
/* We want to wait until the framerate cap,
|
/* We want to wait until the framerate cap,
|
||||||
@@ -112,7 +124,8 @@ public static class Engine
|
|||||||
* seeing how long we actually slept for lets us estimate the worst case
|
* seeing how long we actually slept for lets us estimate the worst case
|
||||||
* sleep precision so we don't oversleep the next frame.
|
* sleep precision so we don't oversleep the next frame.
|
||||||
*/
|
*/
|
||||||
while(accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan) {
|
while (accumulatedDrawTime + worstCaseSleepPrecision < framerateCapTimeSpan)
|
||||||
|
{
|
||||||
Thread.Sleep(1);
|
Thread.Sleep(1);
|
||||||
TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
|
TimeSpan timeAdvancedSinceSleeping = AdvanceElapsedTime();
|
||||||
UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
|
UpdateEstimatedSleepPrecision(timeAdvancedSinceSleeping);
|
||||||
@@ -123,7 +136,8 @@ public static class Engine
|
|||||||
* SpinWait(1) works by pausing the thread for very short intervals, so it is
|
* SpinWait(1) works by pausing the thread for very short intervals, so it is
|
||||||
* an efficient and time-accurate way to wait out the rest of the time.
|
* an efficient and time-accurate way to wait out the rest of the time.
|
||||||
*/
|
*/
|
||||||
while(accumulatedDrawTime < framerateCapTimeSpan) {
|
while (accumulatedDrawTime < framerateCapTimeSpan)
|
||||||
|
{
|
||||||
Thread.SpinWait(1);
|
Thread.SpinWait(1);
|
||||||
AdvanceElapsedTime();
|
AdvanceElapsedTime();
|
||||||
}
|
}
|
||||||
@@ -132,12 +146,15 @@ public static class Engine
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Do not let any step take longer than our maximum.
|
// Do not let any step take longer than our maximum.
|
||||||
if(accumulatedUpdateTime > MaxDeltaTime) {
|
if (accumulatedUpdateTime > MaxDeltaTime)
|
||||||
|
{
|
||||||
accumulatedUpdateTime = MaxDeltaTime;
|
accumulatedUpdateTime = MaxDeltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(!quit) {
|
if (!quit)
|
||||||
while(accumulatedUpdateTime >= Timestep) {
|
{
|
||||||
|
while (accumulatedUpdateTime >= Timestep)
|
||||||
|
{
|
||||||
Profiler.BeginSample("Update");
|
Profiler.BeginSample("Update");
|
||||||
Keyboard.Update();
|
Keyboard.Update();
|
||||||
Mouse.Update();
|
Mouse.Update();
|
||||||
@@ -150,7 +167,7 @@ public static class Engine
|
|||||||
OnUpdate?.Invoke();
|
OnUpdate?.Invoke();
|
||||||
Profiler.EndSample();
|
Profiler.EndSample();
|
||||||
|
|
||||||
//AudioDevice.WakeThread();
|
AudioDevice.WakeThread();
|
||||||
accumulatedUpdateTime -= Timestep;
|
accumulatedUpdateTime -= Timestep;
|
||||||
Profiler.EndSample();
|
Profiler.EndSample();
|
||||||
}
|
}
|
||||||
@@ -168,7 +185,8 @@ public static class Engine
|
|||||||
Profiler.EndFrame();
|
Profiler.EndFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
private static TimeSpan AdvanceElapsedTime() {
|
private static TimeSpan AdvanceElapsedTime()
|
||||||
|
{
|
||||||
long currentTicks = gameTimer.Elapsed.Ticks;
|
long currentTicks = gameTimer.Elapsed.Ticks;
|
||||||
TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
|
TimeSpan timeAdvanced = TimeSpan.FromTicks(currentTicks - previousTicks);
|
||||||
accumulatedUpdateTime += timeAdvanced;
|
accumulatedUpdateTime += timeAdvanced;
|
||||||
@@ -177,9 +195,12 @@ public static class Engine
|
|||||||
return timeAdvanced;
|
return timeAdvanced;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void ProcessSDLEvents() {
|
private static void ProcessSDLEvents()
|
||||||
while(SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1) {
|
{
|
||||||
switch(ev.type) {
|
while (SDL.SDL_PollEvent(out SDL.SDL_Event ev) == 1)
|
||||||
|
{
|
||||||
|
switch (ev.type)
|
||||||
|
{
|
||||||
case SDL.SDL_EventType.SDL_QUIT:
|
case SDL.SDL_EventType.SDL_QUIT:
|
||||||
Quit();
|
Quit();
|
||||||
break;
|
break;
|
||||||
@@ -215,14 +236,16 @@ public static class Engine
|
|||||||
/* To calculate the sleep precision of the OS, we take the worst case
|
/* To calculate the sleep precision of the OS, we take the worst case
|
||||||
* time spent sleeping over the results of previous requests to sleep 1ms.
|
* time spent sleeping over the results of previous requests to sleep 1ms.
|
||||||
*/
|
*/
|
||||||
private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping) {
|
private static void UpdateEstimatedSleepPrecision(TimeSpan timeSpentSleeping)
|
||||||
|
{
|
||||||
/* It is unlikely that the scheduler will actually be more imprecise than
|
/* It is unlikely that the scheduler will actually be more imprecise than
|
||||||
* 4ms and we don't want to get wrecked by a single long sleep so we cap this
|
* 4ms and we don't want to get wrecked by a single long sleep so we cap this
|
||||||
* value at 4ms for sanity.
|
* value at 4ms for sanity.
|
||||||
*/
|
*/
|
||||||
TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
|
TimeSpan upperTimeBound = TimeSpan.FromMilliseconds(4);
|
||||||
|
|
||||||
if(timeSpentSleeping > upperTimeBound) {
|
if (timeSpentSleeping > upperTimeBound)
|
||||||
|
{
|
||||||
timeSpentSleeping = upperTimeBound;
|
timeSpentSleeping = upperTimeBound;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -231,12 +254,17 @@ public static class Engine
|
|||||||
* is if we either 1) just got a new worst case, or 2) the worst case was
|
* is if we either 1) just got a new worst case, or 2) the worst case was
|
||||||
* the oldest entry on the list.
|
* the oldest entry on the list.
|
||||||
*/
|
*/
|
||||||
if(timeSpentSleeping >= worstCaseSleepPrecision) {
|
if (timeSpentSleeping >= worstCaseSleepPrecision)
|
||||||
|
{
|
||||||
worstCaseSleepPrecision = timeSpentSleeping;
|
worstCaseSleepPrecision = timeSpentSleeping;
|
||||||
} else if(previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision) {
|
}
|
||||||
|
else if (previousSleepTimes[sleepTimeIndex] == worstCaseSleepPrecision)
|
||||||
|
{
|
||||||
TimeSpan maxSleepTime = TimeSpan.MinValue;
|
TimeSpan maxSleepTime = TimeSpan.MinValue;
|
||||||
for(int i = 0; i < previousSleepTimes.Length; i++) {
|
for (int i = 0; i < previousSleepTimes.Length; i++)
|
||||||
if(previousSleepTimes[i] > maxSleepTime) {
|
{
|
||||||
|
if (previousSleepTimes[i] > maxSleepTime)
|
||||||
|
{
|
||||||
maxSleepTime = previousSleepTimes[i];
|
maxSleepTime = previousSleepTimes[i];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -68,10 +68,10 @@ public class GraphicsDevice : IDisposable
|
|||||||
|
|
||||||
internal void LoadDefaultPipelines()
|
internal void LoadDefaultPipelines()
|
||||||
{
|
{
|
||||||
FullscreenVertexShader = ResourceManager.Retain<Shader>("Shaders/Fullscreen.vert");
|
FullscreenVertexShader = ResourceManager.Load<Shader>("Shaders/Fullscreen.vert");
|
||||||
VideoFragmentShader = ResourceManager.Retain<Shader>("Shaders/Video.frag");
|
VideoFragmentShader = ResourceManager.Load<Shader>("Shaders/Video.frag");
|
||||||
TextVertexShader = ResourceManager.Retain<Shader>("Shaders/Text.vert");
|
TextVertexShader = ResourceManager.Load<Shader>("Shaders/Text.vert");
|
||||||
TextFragmentShader = ResourceManager.Retain<Shader>("Shaders/Text.frag");
|
TextFragmentShader = ResourceManager.Load<Shader>("Shaders/Text.frag");
|
||||||
|
|
||||||
VideoPipeline = new GraphicsPipeline(
|
VideoPipeline = new GraphicsPipeline(
|
||||||
this,
|
this,
|
||||||
@@ -373,10 +373,10 @@ public class GraphicsDevice : IDisposable
|
|||||||
resources.Clear();
|
resources.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
ResourceManager.Release(FullscreenVertexShader);
|
ResourceManager.Unload(FullscreenVertexShader);
|
||||||
ResourceManager.Release(TextFragmentShader);
|
ResourceManager.Unload(TextFragmentShader);
|
||||||
ResourceManager.Release(TextVertexShader);
|
ResourceManager.Unload(TextVertexShader);
|
||||||
ResourceManager.Release(VideoFragmentShader);
|
ResourceManager.Unload(VideoFragmentShader);
|
||||||
}
|
}
|
||||||
|
|
||||||
Refresh.Refresh_DestroyDevice(Handle);
|
Refresh.Refresh_DestroyDevice(Handle);
|
||||||
|
|||||||
@@ -60,8 +60,8 @@ public class GuiController : IDisposable
|
|||||||
io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
|
io.DisplaySize = new Vector2(mainWindow.Width, mainWindow.Height);
|
||||||
io.DisplayFramebufferScale = Vector2.One;
|
io.DisplayFramebufferScale = Vector2.One;
|
||||||
|
|
||||||
imGuiVertexShader = ResourceManager.Retain<Shader>("Shaders/ImGui.vert");
|
imGuiVertexShader = ResourceManager.Load<Shader>("Shaders/ImGui.vert");
|
||||||
imGuiFragmentShader = ResourceManager.Retain<Shader>("Shaders/ImGui.frag");
|
imGuiFragmentShader = ResourceManager.Load<Shader>("Shaders/ImGui.frag");
|
||||||
|
|
||||||
imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
|
imGuiSampler = new Sampler(graphicsDevice, SamplerCreateInfo.LinearClamp);
|
||||||
|
|
||||||
@@ -630,8 +630,8 @@ public class GuiController : IDisposable
|
|||||||
fontTexture?.Dispose();
|
fontTexture?.Dispose();
|
||||||
imGuiVertexBuffer?.Dispose();
|
imGuiVertexBuffer?.Dispose();
|
||||||
imGuiIndexBuffer?.Dispose();
|
imGuiIndexBuffer?.Dispose();
|
||||||
ResourceManager.Release(imGuiVertexShader);
|
ResourceManager.Unload(imGuiVertexShader);
|
||||||
ResourceManager.Release(imGuiFragmentShader);
|
ResourceManager.Unload(imGuiFragmentShader);
|
||||||
imGuiPipeline?.Dispose();
|
imGuiPipeline?.Dispose();
|
||||||
imGuiSampler?.Dispose();
|
imGuiSampler?.Dispose();
|
||||||
resourceUploader?.Dispose();
|
resourceUploader?.Dispose();
|
||||||
|
|||||||
+695
-49
@@ -10,6 +10,11 @@ public struct ProfilerScope : IDisposable
|
|||||||
Profiler.BeginSample(label);
|
Profiler.BeginSample(label);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public ProfilerScope(string label, string category, ulong tagMask = 0)
|
||||||
|
{
|
||||||
|
Profiler.BeginSample(label, category, tagMask);
|
||||||
|
}
|
||||||
|
|
||||||
public void Dispose()
|
public void Dispose()
|
||||||
{
|
{
|
||||||
Profiler.EndSample();
|
Profiler.EndSample();
|
||||||
@@ -18,18 +23,289 @@ public struct ProfilerScope : IDisposable
|
|||||||
|
|
||||||
public static class Profiler
|
public static class Profiler
|
||||||
{
|
{
|
||||||
public class Frame(uint frameCount)
|
public enum CaptureMode
|
||||||
{
|
{
|
||||||
public uint FrameCount { get; } = frameCount;
|
Instrumented = 0,
|
||||||
public long StartTime { get; } = Stopwatch.GetTimestamp();
|
SampledInstrumentation = 1,
|
||||||
|
}
|
||||||
|
|
||||||
|
private sealed class ThreadProfilerState
|
||||||
|
{
|
||||||
|
public readonly Stack<ScopeNode> Scopes = new Stack<ScopeNode>();
|
||||||
|
public readonly Stack<bool> CaptureDecisions = new Stack<bool>();
|
||||||
|
public int SampleCursor;
|
||||||
|
public int ThreadId;
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly struct LabelMetrics
|
||||||
|
{
|
||||||
|
public LabelMetrics(double inclusiveMs, double selfMs, uint calls, double minInclusiveMs, double maxInclusiveMs, long allocatedBytes, long selfAllocatedBytes)
|
||||||
|
{
|
||||||
|
InclusiveMs = inclusiveMs;
|
||||||
|
SelfMs = selfMs;
|
||||||
|
Calls = calls;
|
||||||
|
MinInclusiveMs = minInclusiveMs;
|
||||||
|
MaxInclusiveMs = maxInclusiveMs;
|
||||||
|
AllocatedBytes = allocatedBytes;
|
||||||
|
SelfAllocatedBytes = selfAllocatedBytes;
|
||||||
|
}
|
||||||
|
|
||||||
|
public double InclusiveMs { get; }
|
||||||
|
public double SelfMs { get; }
|
||||||
|
public uint Calls { get; }
|
||||||
|
public double MinInclusiveMs { get; }
|
||||||
|
public double MaxInclusiveMs { get; }
|
||||||
|
public long AllocatedBytes { get; }
|
||||||
|
public long SelfAllocatedBytes { get; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly struct RollingLabelMetrics
|
||||||
|
{
|
||||||
|
public RollingLabelMetrics(double averageMs, double minMs, double maxMs, double p95Ms, int samples)
|
||||||
|
{
|
||||||
|
AverageMs = averageMs;
|
||||||
|
MinMs = minMs;
|
||||||
|
MaxMs = maxMs;
|
||||||
|
P95Ms = p95Ms;
|
||||||
|
Samples = samples;
|
||||||
|
}
|
||||||
|
|
||||||
|
public double AverageMs { get; }
|
||||||
|
public double MinMs { get; }
|
||||||
|
public double MaxMs { get; }
|
||||||
|
public double P95Ms { get; }
|
||||||
|
public int Samples { get; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly struct ThreadMetrics
|
||||||
|
{
|
||||||
|
public ThreadMetrics(double inclusiveMs, double selfMs, uint calls, bool overBudget)
|
||||||
|
{
|
||||||
|
InclusiveMs = inclusiveMs;
|
||||||
|
SelfMs = selfMs;
|
||||||
|
Calls = calls;
|
||||||
|
OverBudget = overBudget;
|
||||||
|
}
|
||||||
|
|
||||||
|
public double InclusiveMs { get; }
|
||||||
|
public double SelfMs { get; }
|
||||||
|
public uint Calls { get; }
|
||||||
|
public bool OverBudget { get; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public readonly struct RollingThreadMetrics
|
||||||
|
{
|
||||||
|
public RollingThreadMetrics(double averageMs, double p95Ms, double maxMs, int samples, int budgetMisses)
|
||||||
|
{
|
||||||
|
AverageMs = averageMs;
|
||||||
|
P95Ms = p95Ms;
|
||||||
|
MaxMs = maxMs;
|
||||||
|
Samples = samples;
|
||||||
|
BudgetMisses = budgetMisses;
|
||||||
|
}
|
||||||
|
|
||||||
|
public double AverageMs { get; }
|
||||||
|
public double P95Ms { get; }
|
||||||
|
public double MaxMs { get; }
|
||||||
|
public int Samples { get; }
|
||||||
|
public int BudgetMisses { get; }
|
||||||
|
}
|
||||||
|
|
||||||
|
private sealed class RollingWindow
|
||||||
|
{
|
||||||
|
private readonly double[] values;
|
||||||
|
private readonly double[] sortBuffer; // pre-allocated; avoids per-snapshot heap allocation
|
||||||
|
private int index;
|
||||||
|
private int count;
|
||||||
|
|
||||||
|
public RollingWindow(int capacity)
|
||||||
|
{
|
||||||
|
int size = Math.Max(8, capacity);
|
||||||
|
values = new double[size];
|
||||||
|
sortBuffer = new double[size];
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Add(double value)
|
||||||
|
{
|
||||||
|
values[index] = value;
|
||||||
|
index = (index + 1) % values.Length;
|
||||||
|
if (count < values.Length)
|
||||||
|
{
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public RollingLabelMetrics Snapshot()
|
||||||
|
{
|
||||||
|
if (count == 0)
|
||||||
|
{
|
||||||
|
return default;
|
||||||
|
}
|
||||||
|
|
||||||
|
double sum = 0;
|
||||||
|
double min = double.MaxValue;
|
||||||
|
double max = double.MinValue;
|
||||||
|
|
||||||
|
int start = (index - count + values.Length) % values.Length;
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
double value = values[(start + i) % values.Length];
|
||||||
|
sortBuffer[i] = value;
|
||||||
|
sum += value;
|
||||||
|
min = Math.Min(min, value);
|
||||||
|
max = Math.Max(max, value);
|
||||||
|
}
|
||||||
|
|
||||||
|
Array.Sort(sortBuffer, 0, count);
|
||||||
|
int percentileIndex = (int)Math.Ceiling((count - 1) * 0.95d);
|
||||||
|
double p95 = sortBuffer[Math.Clamp(percentileIndex, 0, count - 1)];
|
||||||
|
return new RollingLabelMetrics(sum / count, min, max, p95, count);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private sealed class RollingThreadWindow
|
||||||
|
{
|
||||||
|
private readonly double[] durations;
|
||||||
|
private readonly double[] sortBuffer; // pre-allocated; avoids per-snapshot heap allocation
|
||||||
|
private readonly byte[] misses;
|
||||||
|
private int index;
|
||||||
|
private int count;
|
||||||
|
|
||||||
|
public RollingThreadWindow(int capacity)
|
||||||
|
{
|
||||||
|
int size = Math.Max(8, capacity);
|
||||||
|
durations = new double[size];
|
||||||
|
sortBuffer = new double[size];
|
||||||
|
misses = new byte[size];
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Add(double durationMs, bool budgetMiss)
|
||||||
|
{
|
||||||
|
durations[index] = durationMs;
|
||||||
|
misses[index] = budgetMiss ? (byte)1 : (byte)0;
|
||||||
|
index = (index + 1) % durations.Length;
|
||||||
|
if (count < durations.Length)
|
||||||
|
{
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public RollingThreadMetrics Snapshot()
|
||||||
|
{
|
||||||
|
if (count == 0)
|
||||||
|
{
|
||||||
|
return default;
|
||||||
|
}
|
||||||
|
|
||||||
|
double sum = 0;
|
||||||
|
double max = double.MinValue;
|
||||||
|
int budgetMisses = 0;
|
||||||
|
|
||||||
|
int start = (index - count + durations.Length) % durations.Length;
|
||||||
|
for (int i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
int at = (start + i) % durations.Length;
|
||||||
|
double value = durations[at];
|
||||||
|
sum += value;
|
||||||
|
max = Math.Max(max, value);
|
||||||
|
budgetMisses += misses[at];
|
||||||
|
sortBuffer[i] = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
Array.Sort(sortBuffer, 0, count);
|
||||||
|
int percentileIndex = (int)Math.Ceiling((count - 1) * 0.95d);
|
||||||
|
double p95 = sortBuffer[Math.Clamp(percentileIndex, 0, count - 1)];
|
||||||
|
return new RollingThreadMetrics(sum / count, p95, max, count, budgetMisses);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public class Frame
|
||||||
|
{
|
||||||
|
private readonly List<ScopeNode> rootNodes = new List<ScopeNode>(8);
|
||||||
|
private readonly object rootNodesLock = new object();
|
||||||
|
private readonly Dictionary<string, LabelMetrics> labelMetrics = new Dictionary<string, LabelMetrics>(128, StringComparer.Ordinal);
|
||||||
|
private readonly Dictionary<string, LabelMetrics> categoryMetrics = new Dictionary<string, LabelMetrics>(32, StringComparer.Ordinal);
|
||||||
|
private readonly Dictionary<int, ThreadMetrics> threadMetrics = new Dictionary<int, ThreadMetrics>(16);
|
||||||
|
private readonly List<int> knownThreadIds = new List<int>(16); // avoids Keys.ToArray() in ApplyThreadBudgetFlags
|
||||||
|
|
||||||
|
public uint FrameCount { get; private set; }
|
||||||
|
public long StartTime { get; private set; }
|
||||||
public long EndTime { get; private set; }
|
public long EndTime { get; private set; }
|
||||||
|
|
||||||
// Use a concurrent list to collect all thread root nodes per frame.
|
public IReadOnlyList<ScopeNode> RootNodes => rootNodes;
|
||||||
public ConcurrentBag<ScopeNode> RootNodes = new ConcurrentBag<ScopeNode>();
|
public IReadOnlyDictionary<string, LabelMetrics> LabelMetrics => labelMetrics;
|
||||||
|
public IReadOnlyDictionary<string, LabelMetrics> CategoryMetrics => categoryMetrics;
|
||||||
|
public IReadOnlyDictionary<int, ThreadMetrics> ThreadMetrics => threadMetrics;
|
||||||
|
|
||||||
internal void End()
|
// Return concrete types so callers can use the struct enumerator and avoid boxing.
|
||||||
|
internal Dictionary<string, LabelMetrics> LabelMetricsRaw => labelMetrics;
|
||||||
|
internal Dictionary<int, ThreadMetrics> ThreadMetricsRaw => threadMetrics;
|
||||||
|
|
||||||
|
public long AllocatedBytesStart { get; private set; }
|
||||||
|
public long AllocatedBytesEnd { get; private set; }
|
||||||
|
public long AllocatedBytesDelta { get; private set; }
|
||||||
|
public int Gen0CollectionsStart { get; private set; }
|
||||||
|
public int Gen1CollectionsStart { get; private set; }
|
||||||
|
public int Gen2CollectionsStart { get; private set; }
|
||||||
|
public int Gen0CollectionsEnd { get; private set; }
|
||||||
|
public int Gen1CollectionsEnd { get; private set; }
|
||||||
|
public int Gen2CollectionsEnd { get; private set; }
|
||||||
|
public int Gen0CollectionsDelta { get; private set; }
|
||||||
|
public int Gen1CollectionsDelta { get; private set; }
|
||||||
|
public int Gen2CollectionsDelta { get; private set; }
|
||||||
|
public bool OverBudget { get; private set; }
|
||||||
|
public double BudgetMilliseconds { get; private set; }
|
||||||
|
|
||||||
|
internal void Reset(uint frameCount)
|
||||||
|
{
|
||||||
|
FrameCount = frameCount;
|
||||||
|
StartTime = Stopwatch.GetTimestamp();
|
||||||
|
EndTime = 0;
|
||||||
|
OverBudget = false;
|
||||||
|
BudgetMilliseconds = 0;
|
||||||
|
AllocatedBytesStart = GC.GetTotalAllocatedBytes(false);
|
||||||
|
AllocatedBytesEnd = 0;
|
||||||
|
AllocatedBytesDelta = 0;
|
||||||
|
Gen0CollectionsStart = GC.CollectionCount(0);
|
||||||
|
Gen1CollectionsStart = GC.CollectionCount(1);
|
||||||
|
Gen2CollectionsStart = GC.CollectionCount(2);
|
||||||
|
Gen0CollectionsEnd = 0;
|
||||||
|
Gen1CollectionsEnd = 0;
|
||||||
|
Gen2CollectionsEnd = 0;
|
||||||
|
Gen0CollectionsDelta = 0;
|
||||||
|
Gen1CollectionsDelta = 0;
|
||||||
|
Gen2CollectionsDelta = 0;
|
||||||
|
lock (rootNodesLock)
|
||||||
|
{
|
||||||
|
rootNodes.Clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal void AddRootNode(ScopeNode rootNode)
|
||||||
|
{
|
||||||
|
lock (rootNodesLock)
|
||||||
|
{
|
||||||
|
rootNodes.Add(rootNode);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
internal void End(double budgetMilliseconds)
|
||||||
{
|
{
|
||||||
EndTime = Stopwatch.GetTimestamp();
|
EndTime = Stopwatch.GetTimestamp();
|
||||||
|
BudgetMilliseconds = budgetMilliseconds;
|
||||||
|
OverBudget = budgetMilliseconds > 0 && ElapsedMilliseconds() > budgetMilliseconds;
|
||||||
|
|
||||||
|
AllocatedBytesEnd = GC.GetTotalAllocatedBytes(false);
|
||||||
|
AllocatedBytesDelta = AllocatedBytesEnd - AllocatedBytesStart;
|
||||||
|
|
||||||
|
Gen0CollectionsEnd = GC.CollectionCount(0);
|
||||||
|
Gen1CollectionsEnd = GC.CollectionCount(1);
|
||||||
|
Gen2CollectionsEnd = GC.CollectionCount(2);
|
||||||
|
Gen0CollectionsDelta = Gen0CollectionsEnd - Gen0CollectionsStart;
|
||||||
|
Gen1CollectionsDelta = Gen1CollectionsEnd - Gen1CollectionsStart;
|
||||||
|
Gen2CollectionsDelta = Gen2CollectionsEnd - Gen2CollectionsStart;
|
||||||
|
|
||||||
|
BuildLabelMetrics();
|
||||||
}
|
}
|
||||||
|
|
||||||
public double ElapsedMilliseconds()
|
public double ElapsedMilliseconds()
|
||||||
@@ -37,53 +313,280 @@ public static class Profiler
|
|||||||
long elapsedTicks = EndTime - StartTime;
|
long elapsedTicks = EndTime - StartTime;
|
||||||
return ((double)(elapsedTicks * 1000)) / Stopwatch.Frequency;
|
return ((double)(elapsedTicks * 1000)) / Stopwatch.Frequency;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void BuildLabelMetrics()
|
||||||
|
{
|
||||||
|
labelMetrics.Clear();
|
||||||
|
categoryMetrics.Clear();
|
||||||
|
threadMetrics.Clear();
|
||||||
|
knownThreadIds.Clear();
|
||||||
|
lock (rootNodesLock)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < rootNodes.Count; i++)
|
||||||
|
{
|
||||||
|
AccumulateLabelMetrics(rootNodes[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < rootNodes.Count; i++)
|
||||||
|
{
|
||||||
|
ScopeNode rootNode = rootNodes[i];
|
||||||
|
for (int j = 0; j < rootNode.Children.Count; j++)
|
||||||
|
{
|
||||||
|
AccumulateThreadMetrics(rootNode.ManagedThreadId, rootNode.Children[j]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ApplyThreadBudgetFlags();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AccumulateLabelMetrics(ScopeNode node)
|
||||||
|
{
|
||||||
|
double inclusiveMs = node.ElapsedMilliseconds();
|
||||||
|
double selfMs = node.SelfMilliseconds();
|
||||||
|
long allocBytes = node.AllocatedBytes;
|
||||||
|
long selfAllocBytes = node.SelfAllocatedBytes();
|
||||||
|
|
||||||
|
if (labelMetrics.TryGetValue(node.Label, out LabelMetrics current))
|
||||||
|
{
|
||||||
|
labelMetrics[node.Label] = new LabelMetrics(
|
||||||
|
current.InclusiveMs + inclusiveMs,
|
||||||
|
current.SelfMs + selfMs,
|
||||||
|
current.Calls + 1,
|
||||||
|
Math.Min(current.MinInclusiveMs, inclusiveMs),
|
||||||
|
Math.Max(current.MaxInclusiveMs, inclusiveMs),
|
||||||
|
current.AllocatedBytes + allocBytes,
|
||||||
|
current.SelfAllocatedBytes + selfAllocBytes);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
labelMetrics[node.Label] = new LabelMetrics(inclusiveMs, selfMs, 1, inclusiveMs, inclusiveMs, allocBytes, selfAllocBytes);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (categoryMetrics.TryGetValue(node.Category, out LabelMetrics categoryCurrent))
|
||||||
|
{
|
||||||
|
categoryMetrics[node.Category] = new LabelMetrics(
|
||||||
|
categoryCurrent.InclusiveMs + inclusiveMs,
|
||||||
|
categoryCurrent.SelfMs + selfMs,
|
||||||
|
categoryCurrent.Calls + 1,
|
||||||
|
Math.Min(categoryCurrent.MinInclusiveMs, inclusiveMs),
|
||||||
|
Math.Max(categoryCurrent.MaxInclusiveMs, inclusiveMs),
|
||||||
|
categoryCurrent.AllocatedBytes + allocBytes,
|
||||||
|
categoryCurrent.SelfAllocatedBytes + selfAllocBytes);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
categoryMetrics[node.Category] = new LabelMetrics(inclusiveMs, selfMs, 1, inclusiveMs, inclusiveMs, allocBytes, selfAllocBytes);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < node.Children.Count; i++)
|
||||||
|
{
|
||||||
|
AccumulateLabelMetrics(node.Children[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AccumulateThreadMetrics(int threadId, ScopeNode node)
|
||||||
|
{
|
||||||
|
double inclusiveMs = node.ElapsedMilliseconds();
|
||||||
|
double selfMs = node.SelfMilliseconds();
|
||||||
|
|
||||||
|
if (threadMetrics.TryGetValue(threadId, out ThreadMetrics current))
|
||||||
|
{
|
||||||
|
threadMetrics[threadId] = new ThreadMetrics(current.InclusiveMs + inclusiveMs, current.SelfMs + selfMs, current.Calls + 1, false);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
threadMetrics[threadId] = new ThreadMetrics(inclusiveMs, selfMs, 1, false);
|
||||||
|
knownThreadIds.Add(threadId);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < node.Children.Count; i++)
|
||||||
|
{
|
||||||
|
AccumulateThreadMetrics(threadId, node.Children[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ApplyThreadBudgetFlags()
|
||||||
|
{
|
||||||
|
double perThreadBudget = Math.Max(0d, ThreadBudgetMilliseconds);
|
||||||
|
if (perThreadBudget <= 0d)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// knownThreadIds avoids Keys.ToArray() allocation
|
||||||
|
for (int i = 0; i < knownThreadIds.Count; i++)
|
||||||
|
{
|
||||||
|
int key = knownThreadIds[i];
|
||||||
|
ThreadMetrics metric = threadMetrics[key];
|
||||||
|
threadMetrics[key] = new ThreadMetrics(metric.InclusiveMs, metric.SelfMs, metric.Calls, metric.InclusiveMs > perThreadBudget);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public class ScopeNode(string label)
|
public class ScopeNode
|
||||||
{
|
{
|
||||||
public string Label { get; } = label;
|
public string Label { get; private set; } = string.Empty;
|
||||||
public long StartTime { get; private set; } = Stopwatch.GetTimestamp(); // Start time in ticks
|
public string Category { get; private set; } = DefaultCategory;
|
||||||
|
public ulong TagMask { get; private set; }
|
||||||
|
public long StartTime { get; private set; }
|
||||||
public long EndTime { get; private set; }
|
public long EndTime { get; private set; }
|
||||||
public int ManagedThreadId { get; } = Environment.CurrentManagedThreadId;
|
public int ManagedThreadId { get; private set; }
|
||||||
public List<ScopeNode> Children { get; } = new List<ScopeNode>();
|
public List<ScopeNode> Children { get; } = new List<ScopeNode>();
|
||||||
|
public long AllocatedBytes { get; private set; }
|
||||||
|
public long ProfilerSetupBytes { get; private set; }
|
||||||
|
internal ScopeNode Parent { get; private set; }
|
||||||
|
internal long ChildrenDurationTicks { get; private set; }
|
||||||
|
internal long ChildrenAllocatedBytes { get; private set; }
|
||||||
|
private long allocatedBytesAtStart;
|
||||||
|
|
||||||
|
internal void Reset(string label, string category, ulong tagMask, int managedThreadId, ScopeNode parent)
|
||||||
|
{
|
||||||
|
Label = label;
|
||||||
|
Category = string.IsNullOrEmpty(category) ? DefaultCategory : category;
|
||||||
|
TagMask = tagMask;
|
||||||
|
ManagedThreadId = managedThreadId;
|
||||||
|
Parent = parent;
|
||||||
|
StartTime = Stopwatch.GetTimestamp();
|
||||||
|
EndTime = 0;
|
||||||
|
ChildrenDurationTicks = 0;
|
||||||
|
ChildrenAllocatedBytes = 0;
|
||||||
|
AllocatedBytes = 0;
|
||||||
|
ProfilerSetupBytes = 0;
|
||||||
|
Children.Clear();
|
||||||
|
allocatedBytesAtStart = GC.GetAllocatedBytesForCurrentThread();
|
||||||
|
}
|
||||||
|
|
||||||
internal void End()
|
internal void End()
|
||||||
{
|
{
|
||||||
EndTime = Stopwatch.GetTimestamp(); // End time in ticks
|
if (EndTime != 0)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
EndTime = Stopwatch.GetTimestamp();
|
||||||
|
if (Parent != null)
|
||||||
|
{
|
||||||
|
// Root nodes are ended from FinalizeCurrentFrame on the main thread, so their
|
||||||
|
// GC counter would be from the wrong thread. Only track alloc on non-root nodes.
|
||||||
|
AllocatedBytes = Math.Max(0, GC.GetAllocatedBytesForCurrentThread() - allocatedBytesAtStart);
|
||||||
|
Parent.ChildrenDurationTicks += Math.Max(0, EndTime - StartTime);
|
||||||
|
Parent.ChildrenAllocatedBytes += AllocatedBytes;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public double ElapsedMilliseconds()
|
public double ElapsedMilliseconds()
|
||||||
{
|
{
|
||||||
return ((double)(EndTime - StartTime)) * 1000 / Stopwatch.Frequency; // Convert ticks to ms
|
return ((double)(Math.Max(0, EndTime - StartTime))) * 1000 / Stopwatch.Frequency;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Add a child node (used for nested scopes)
|
public double SelfMilliseconds()
|
||||||
internal ScopeNode AddChild(string label)
|
|
||||||
{
|
{
|
||||||
ScopeNode child = new ScopeNode(label);
|
long elapsedTicks = Math.Max(0, EndTime - StartTime);
|
||||||
|
long selfTicks = Math.Max(0, elapsedTicks - ChildrenDurationTicks);
|
||||||
|
return ((double)selfTicks) * 1000 / Stopwatch.Frequency;
|
||||||
|
}
|
||||||
|
|
||||||
|
public long SelfAllocatedBytes()
|
||||||
|
{
|
||||||
|
return Math.Max(0, AllocatedBytes - ChildrenAllocatedBytes);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called after all profiler setup (Children.Add + scopes.Push) to measure overhead within this scope's window.
|
||||||
|
internal void NoteSetupOverhead()
|
||||||
|
{
|
||||||
|
ProfilerSetupBytes = Math.Max(0, GC.GetAllocatedBytesForCurrentThread() - allocatedBytesAtStart);
|
||||||
|
}
|
||||||
|
|
||||||
|
internal ScopeNode AddChild(string label, string category, ulong tagMask)
|
||||||
|
{
|
||||||
|
ScopeNode child = RentNode(label, category, tagMask, ManagedThreadId, this);
|
||||||
Children.Add(child);
|
Children.Add(child);
|
||||||
return child;
|
return child;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private const int maxFrames = 128;
|
private const int maxFrames = 128;
|
||||||
|
private const int rollingWindowSize = 240;
|
||||||
|
private const string DefaultCategory = "General";
|
||||||
|
|
||||||
public static bool IsRecording { get; private set; } = true;
|
public static bool IsRecording { get; private set; } = true;
|
||||||
|
public static double FrameBudgetMilliseconds { get; set; } = 16.667;
|
||||||
|
public static double ThreadBudgetMilliseconds { get; set; } = 8.333;
|
||||||
|
public static CaptureMode Mode { get; set; } = CaptureMode.Instrumented;
|
||||||
|
public static int SamplingStride { get; set; } = 8;
|
||||||
|
|
||||||
// Store only the last x amount of frames in memory.
|
|
||||||
public static readonly BoundedQueue<Frame> Frames = new(maxFrames);
|
public static readonly BoundedQueue<Frame> Frames = new(maxFrames);
|
||||||
|
|
||||||
// Use ThreadLocal to store a stack of ScopeNodes per thread and enable tracking of thread-local values.
|
// trackAllValues=false; registeredThreadStates avoids ThreadLocal.Values allocating a ReadOnlyCollection each call
|
||||||
private static readonly ThreadLocal<Stack<ScopeNode>> threadLocalScopes = new ThreadLocal<Stack<ScopeNode>>(() => new Stack<ScopeNode>(), true);
|
private static readonly ThreadLocal<ThreadProfilerState> threadStates =
|
||||||
|
new ThreadLocal<ThreadProfilerState>(() =>
|
||||||
|
{
|
||||||
|
ThreadProfilerState state = new ThreadProfilerState();
|
||||||
|
lock (registeredThreadStatesLock)
|
||||||
|
{
|
||||||
|
registeredThreadStates.Add(state);
|
||||||
|
}
|
||||||
|
|
||||||
|
return state;
|
||||||
|
});
|
||||||
|
|
||||||
|
private static readonly List<ThreadProfilerState> registeredThreadStates = new List<ThreadProfilerState>(8);
|
||||||
|
private static readonly object registeredThreadStatesLock = new object();
|
||||||
|
|
||||||
|
private static readonly ConcurrentDictionary<int, string> threadRootLabelCache = new ConcurrentDictionary<int, string>();
|
||||||
|
private static readonly ConcurrentBag<ScopeNode> nodePool = new ConcurrentBag<ScopeNode>();
|
||||||
|
private static readonly ConcurrentBag<Frame> framePool = new ConcurrentBag<Frame>(); // pooled; avoids per-frame Frame allocation
|
||||||
|
private static readonly Dictionary<string, RollingWindow> rollingWindows = new Dictionary<string, RollingWindow>(256, StringComparer.Ordinal);
|
||||||
|
private static readonly Dictionary<int, RollingThreadWindow> rollingThreadWindows = new Dictionary<int, RollingThreadWindow>(16);
|
||||||
|
private static readonly object rollingWindowsLock = new object();
|
||||||
|
|
||||||
private static Frame currentFrame = null;
|
private static Frame currentFrame = null;
|
||||||
private static uint frameCount = 0;
|
private static uint frameCount = 0;
|
||||||
|
|
||||||
public static void SetActive(bool isRecording)
|
public static void SetActive(bool isRecording)
|
||||||
{
|
{
|
||||||
|
if (IsRecording && !isRecording)
|
||||||
|
{
|
||||||
|
FinalizeCurrentFrame();
|
||||||
|
}
|
||||||
|
|
||||||
IsRecording = isRecording;
|
IsRecording = isRecording;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static int CopyFramesTo(List<Frame> destination)
|
||||||
|
{
|
||||||
|
return Frames.CopyTo(destination);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static IReadOnlyDictionary<string, RollingLabelMetrics> GetRollingLabelMetricsSnapshot()
|
||||||
|
{
|
||||||
|
lock (rollingWindowsLock)
|
||||||
|
{
|
||||||
|
Dictionary<string, RollingLabelMetrics> snapshot = new Dictionary<string, RollingLabelMetrics>(rollingWindows.Count, StringComparer.Ordinal);
|
||||||
|
foreach (KeyValuePair<string, RollingWindow> pair in rollingWindows)
|
||||||
|
{
|
||||||
|
snapshot[pair.Key] = pair.Value.Snapshot();
|
||||||
|
}
|
||||||
|
|
||||||
|
return snapshot;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static IReadOnlyDictionary<int, RollingThreadMetrics> GetRollingThreadMetricsSnapshot()
|
||||||
|
{
|
||||||
|
lock (rollingWindowsLock)
|
||||||
|
{
|
||||||
|
Dictionary<int, RollingThreadMetrics> snapshot = new Dictionary<int, RollingThreadMetrics>(rollingThreadWindows.Count);
|
||||||
|
foreach (KeyValuePair<int, RollingThreadWindow> pair in rollingThreadWindows)
|
||||||
|
{
|
||||||
|
snapshot[pair.Key] = pair.Value.Snapshot();
|
||||||
|
}
|
||||||
|
|
||||||
|
return snapshot;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
[Conditional("PROFILING")]
|
[Conditional("PROFILING")]
|
||||||
public static void BeginFrame()
|
public static void BeginFrame()
|
||||||
{
|
{
|
||||||
@@ -92,7 +595,12 @@ public static class Profiler
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
currentFrame = new Frame(frameCount);
|
if (currentFrame != null)
|
||||||
|
{
|
||||||
|
FinalizeCurrentFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
currentFrame = RentFrame(frameCount);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Conditional("PROFILING")]
|
[Conditional("PROFILING")]
|
||||||
@@ -103,64 +611,202 @@ public static class Profiler
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (Stack<ScopeNode> scopes in threadLocalScopes.Values)
|
FinalizeCurrentFrame();
|
||||||
{
|
|
||||||
if (scopes.Count > 0)
|
|
||||||
{
|
|
||||||
// Pop the left over root nodes.
|
|
||||||
ScopeNode currentScope = scopes.Pop();
|
|
||||||
currentScope.End();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Clean up the thread-local stack to ensure it's empty for the next frame.
|
|
||||||
scopes.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
currentFrame.End();
|
|
||||||
Frames.Enqueue(currentFrame);
|
|
||||||
frameCount++;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[Conditional("PROFILING")]
|
[Conditional("PROFILING")]
|
||||||
public static void BeginSample(string label)
|
public static void BeginSample(string label)
|
||||||
{
|
{
|
||||||
if (!IsRecording)
|
BeginSample(label, DefaultCategory, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Conditional("PROFILING")]
|
||||||
|
public static void BeginSample(string label, string category, ulong tagMask = 0)
|
||||||
|
{
|
||||||
|
if (!IsRecording || currentFrame == null)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
Stack<ScopeNode> scopes = threadLocalScopes.Value; // Get the stack for the current thread
|
ThreadProfilerState state = threadStates.Value;
|
||||||
|
state.ThreadId = Environment.CurrentManagedThreadId;
|
||||||
|
|
||||||
|
bool parentCaptured = state.CaptureDecisions.Count > 0 && state.CaptureDecisions.Peek();
|
||||||
|
bool capture = parentCaptured || Mode == CaptureMode.Instrumented || ShouldSample(state);
|
||||||
|
state.CaptureDecisions.Push(capture);
|
||||||
|
|
||||||
|
if (!capture)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Stack<ScopeNode> scopes = state.Scopes;
|
||||||
|
Frame frame = currentFrame;
|
||||||
|
if (frame == null)
|
||||||
|
{
|
||||||
|
state.CaptureDecisions.Pop();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (scopes.Count == 0)
|
if (scopes.Count == 0)
|
||||||
{
|
{
|
||||||
// First scope for this thread (new root for this thread)
|
int threadId = state.ThreadId;
|
||||||
ScopeNode rootScopeNode = new ScopeNode($"Thread-{Environment.CurrentManagedThreadId}");
|
ScopeNode rootScopeNode = RentNode(GetThreadRootLabel(threadId), DefaultCategory, 0, threadId, null);
|
||||||
scopes.Push(rootScopeNode);
|
scopes.Push(rootScopeNode);
|
||||||
currentFrame.RootNodes.Add(rootScopeNode); // Add root node to the frame list
|
frame.AddRootNode(rootScopeNode);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create a new child under the current top of the stack
|
ScopeNode newScope = scopes.Peek().AddChild(label, category, tagMask);
|
||||||
ScopeNode newScope = scopes.Peek().AddChild(label);
|
scopes.Push(newScope);
|
||||||
|
newScope.NoteSetupOverhead();
|
||||||
scopes.Push(newScope); // Push new scope to the thread's stack
|
|
||||||
}
|
}
|
||||||
|
|
||||||
[Conditional("PROFILING")]
|
[Conditional("PROFILING")]
|
||||||
public static void EndSample()
|
public static void EndSample()
|
||||||
{
|
{
|
||||||
if (!IsRecording)
|
if (!IsRecording || currentFrame == null)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
Stack<ScopeNode> scopes = threadLocalScopes.Value;
|
ThreadProfilerState state = threadStates.Value;
|
||||||
|
if (state.CaptureDecisions.Count == 0)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (scopes.Count > 0)
|
bool captured = state.CaptureDecisions.Pop();
|
||||||
|
if (!captured)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Stack<ScopeNode> scopes = state.Scopes;
|
||||||
|
|
||||||
|
if (scopes.Count > 1)
|
||||||
{
|
{
|
||||||
// Only pop if this is not the root node.
|
|
||||||
//ScopeNode currentScope = scopes.Count > 1 ? scopes.Pop() : scopes.Peek();
|
|
||||||
ScopeNode currentScope = scopes.Pop();
|
ScopeNode currentScope = scopes.Pop();
|
||||||
currentScope.End();
|
currentScope.End();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static bool ShouldSample(ThreadProfilerState state)
|
||||||
|
{
|
||||||
|
int stride = Math.Max(1, SamplingStride);
|
||||||
|
state.SampleCursor++;
|
||||||
|
return state.SampleCursor % stride == 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string GetThreadRootLabel(int threadId)
|
||||||
|
{
|
||||||
|
return threadRootLabelCache.GetOrAdd(threadId, static id => $"Thread-{id}");
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Frame RentFrame(uint count)
|
||||||
|
{
|
||||||
|
if (!framePool.TryTake(out Frame frame))
|
||||||
|
{
|
||||||
|
frame = new Frame();
|
||||||
|
}
|
||||||
|
|
||||||
|
frame.Reset(count);
|
||||||
|
return frame;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static ScopeNode RentNode(string label, string category, ulong tagMask, int managedThreadId, ScopeNode parent)
|
||||||
|
{
|
||||||
|
if (!nodePool.TryTake(out ScopeNode node))
|
||||||
|
{
|
||||||
|
node = new ScopeNode();
|
||||||
|
}
|
||||||
|
|
||||||
|
node.Reset(label, category, tagMask, managedThreadId, parent);
|
||||||
|
return node;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void ReturnNodeTree(ScopeNode node)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < node.Children.Count; i++)
|
||||||
|
{
|
||||||
|
ReturnNodeTree(node.Children[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
node.Reset(string.Empty, DefaultCategory, 0, 0, null);
|
||||||
|
nodePool.Add(node);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void FinalizeCurrentFrame()
|
||||||
|
{
|
||||||
|
Frame frame = currentFrame;
|
||||||
|
if (frame == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
lock (registeredThreadStatesLock)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < registeredThreadStates.Count; i++)
|
||||||
|
{
|
||||||
|
ThreadProfilerState state = registeredThreadStates[i];
|
||||||
|
Stack<ScopeNode> scopes = state.Scopes;
|
||||||
|
while (scopes.Count > 0)
|
||||||
|
{
|
||||||
|
scopes.Pop().End();
|
||||||
|
}
|
||||||
|
|
||||||
|
state.CaptureDecisions.Clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
frame.End(FrameBudgetMilliseconds);
|
||||||
|
|
||||||
|
if (Frames.Enqueue(frame, out Frame evictedFrame))
|
||||||
|
{
|
||||||
|
for (int i = 0; i < evictedFrame.RootNodes.Count; i++)
|
||||||
|
{
|
||||||
|
ReturnNodeTree(evictedFrame.RootNodes[i]);
|
||||||
|
}
|
||||||
|
|
||||||
|
framePool.Add(evictedFrame);
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateRollingWindows(frame);
|
||||||
|
UpdateRollingThreadWindows(frame);
|
||||||
|
frameCount++;
|
||||||
|
currentFrame = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void UpdateRollingWindows(Frame frame)
|
||||||
|
{
|
||||||
|
lock (rollingWindowsLock)
|
||||||
|
{
|
||||||
|
foreach (KeyValuePair<string, LabelMetrics> pair in frame.LabelMetricsRaw)
|
||||||
|
{
|
||||||
|
if (!rollingWindows.TryGetValue(pair.Key, out RollingWindow window))
|
||||||
|
{
|
||||||
|
window = new RollingWindow(rollingWindowSize);
|
||||||
|
rollingWindows.Add(pair.Key, window);
|
||||||
|
}
|
||||||
|
|
||||||
|
window.Add(pair.Value.InclusiveMs);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void UpdateRollingThreadWindows(Frame frame)
|
||||||
|
{
|
||||||
|
lock (rollingWindowsLock)
|
||||||
|
{
|
||||||
|
foreach (KeyValuePair<int, ThreadMetrics> pair in frame.ThreadMetricsRaw)
|
||||||
|
{
|
||||||
|
if (!rollingThreadWindows.TryGetValue(pair.Key, out RollingThreadWindow window))
|
||||||
|
{
|
||||||
|
window = new RollingThreadWindow(rollingWindowSize);
|
||||||
|
rollingThreadWindows.Add(pair.Key, window);
|
||||||
|
}
|
||||||
|
|
||||||
|
window.Add(pair.Value.InclusiveMs, pair.Value.OverBudget);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -5,152 +5,552 @@ namespace Nerfed.Runtime;
|
|||||||
|
|
||||||
public static class ProfilerVisualizer
|
public static class ProfilerVisualizer
|
||||||
{
|
{
|
||||||
private const float barHeight = 20f;
|
public sealed class TimelineState
|
||||||
private const float barPadding = 2f;
|
|
||||||
|
|
||||||
// Render the flame graph across multiple threads
|
|
||||||
public static void RenderFlameGraph(Profiler.Frame frame)
|
|
||||||
{
|
{
|
||||||
if (frame == null) return;
|
public int SelectedFrameIndex = -1;
|
||||||
if (frame.RootNodes == null) return;
|
public int WindowStartIndex = 0;
|
||||||
|
public int VisibleFrameCount = 64;
|
||||||
// Calculate the total timeline duration (max end time across all nodes)
|
public bool FollowLatest = true;
|
||||||
double totalDuration = frame.EndTime - frame.StartTime;
|
public float Zoom = 1f;
|
||||||
double startTime = frame.StartTime;
|
public double PanTicks = 0;
|
||||||
|
|
||||||
// Precompute the maximum depth for each thread's call stack
|
|
||||||
Dictionary<int, int> threadMaxDepths = new Dictionary<int, int>();
|
|
||||||
foreach (IGrouping<int, Profiler.ScopeNode> threadGroup in frame.RootNodes.GroupBy(node => node.ManagedThreadId))
|
|
||||||
{
|
|
||||||
int maxDepth = 0;
|
|
||||||
foreach (Profiler.ScopeNode rootNode in threadGroup)
|
|
||||||
{
|
|
||||||
maxDepth = Math.Max(maxDepth, GetMaxDepth(rootNode, 0));
|
|
||||||
}
|
|
||||||
threadMaxDepths[threadGroup.Key] = maxDepth;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Start a child window to support scrolling
|
|
||||||
ImGui.BeginChild("FlameGraph", new Vector2(0, 64), ImGuiChildFlags.Border | ImGuiChildFlags.ResizeY, ImGuiWindowFlags.HorizontalScrollbar | ImGuiWindowFlags.AlwaysVerticalScrollbar);
|
|
||||||
|
|
||||||
ImDrawListPtr drawList = ImGui.GetWindowDrawList();
|
|
||||||
Vector2 windowPos = ImGui.GetCursorScreenPos();
|
|
||||||
|
|
||||||
// Sort nodes by ThreadID, ensuring main thread (Thread ID 1) is on top
|
|
||||||
IOrderedEnumerable<IGrouping<int, Profiler.ScopeNode>> threadGroups = frame.RootNodes.GroupBy(node => node.ManagedThreadId).OrderBy(g => g.Key);
|
|
||||||
|
|
||||||
// Initial Y position for drawing
|
|
||||||
float baseY = windowPos.Y;
|
|
||||||
bool alternate = false;
|
|
||||||
float contentWidth = ImGui.GetContentRegionAvail().X;
|
|
||||||
|
|
||||||
// Draw each thread's flame graph row by row
|
|
||||||
foreach (IGrouping<int, Profiler.ScopeNode> threadGroup in threadGroups)
|
|
||||||
{
|
|
||||||
int threadId = threadGroup.Key;
|
|
||||||
|
|
||||||
// Compute the base Y position for this thread
|
|
||||||
float threadBaseY = baseY;
|
|
||||||
|
|
||||||
// Calculate the maximum height for this thread's flame graph
|
|
||||||
float threadHeight = (threadMaxDepths[threadId] + 1) * (barHeight + barPadding);
|
|
||||||
|
|
||||||
// Draw the alternating background for each thread row
|
|
||||||
uint backgroundColor = ImGui.ColorConvertFloat4ToU32(alternate ? new Vector4(0.2f, 0.2f, 0.2f, 1f) : new Vector4(0.1f, 0.1f, 0.1f, 1f));
|
|
||||||
drawList.AddRectFilled(new Vector2(windowPos.X, threadBaseY), new Vector2(windowPos.X + contentWidth, threadBaseY + threadHeight), backgroundColor);
|
|
||||||
|
|
||||||
alternate = !alternate;
|
|
||||||
|
|
||||||
// Draw each root node in the group (one per thread)
|
|
||||||
foreach (Profiler.ScopeNode rootNode in threadGroup)
|
|
||||||
{
|
|
||||||
RenderNode(drawList, rootNode, startTime, totalDuration, windowPos.X, threadBaseY, 0, contentWidth, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Move to the next thread's row (max depth * height per level)
|
|
||||||
baseY += (threadMaxDepths[threadId] + 1) * (barHeight + barPadding);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Ensure that ImGui knows the size of the content.
|
|
||||||
ImGui.Dummy(new Vector2(contentWidth, baseY));
|
|
||||||
|
|
||||||
ImGui.EndChild();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void RenderNode(ImDrawListPtr drawList, Profiler.ScopeNode node, double startTime, double totalDuration, float startX, float baseY, int depth, float contentWidth, bool alternate)
|
public readonly struct TimelineRenderResult
|
||||||
{
|
{
|
||||||
if (node == null) return;
|
public TimelineRenderResult(int selectedFrameIndex, bool selectionChanged, bool userNavigated)
|
||||||
|
|
||||||
double nodeStartTime = node.StartTime - startTime;
|
|
||||||
double nodeEndTime = node.EndTime - startTime;
|
|
||||||
double nodeDuration = nodeEndTime - nodeStartTime;
|
|
||||||
|
|
||||||
// Calculate the position and width of the bar based on time
|
|
||||||
float xPos = (float)(startX + (nodeStartTime / totalDuration) * contentWidth);
|
|
||||||
float width = (float)((nodeDuration / totalDuration) * contentWidth);
|
|
||||||
|
|
||||||
// Calculate the Y position based on depth
|
|
||||||
float yPos = baseY + (depth * (barHeight + barPadding)) + (barPadding * 0.5f);
|
|
||||||
|
|
||||||
// Define the rectangle bounds for the node
|
|
||||||
Vector2 min = new Vector2(xPos, yPos);
|
|
||||||
Vector2 max = new Vector2(xPos + width, yPos + barHeight);
|
|
||||||
|
|
||||||
// Define color.
|
|
||||||
Vector4 barColor = alternate ? new Vector4(0.4f, 0.6f, 0.9f, 1f) : new Vector4(0.4f, 0.5f, 0.8f, 1f);
|
|
||||||
Vector4 textColor = new Vector4(1f, 1f, 1f, 1f);
|
|
||||||
|
|
||||||
if (depth != 0)
|
|
||||||
{
|
{
|
||||||
// Draw the bar for the node (colored based on thread depth)
|
SelectedFrameIndex = selectedFrameIndex;
|
||||||
drawList.AddRectFilled(min, max, ImGui.ColorConvertFloat4ToU32(barColor));
|
SelectionChanged = selectionChanged;
|
||||||
|
UserNavigated = userNavigated;
|
||||||
|
}
|
||||||
|
|
||||||
// Draw the label if it fits inside the bar
|
public int SelectedFrameIndex { get; }
|
||||||
string label = $"{node.Label} ({node.ElapsedMilliseconds():0.000} ms)";
|
public bool SelectionChanged { get; }
|
||||||
if (width > ImGui.CalcTextSize(label).X)
|
public bool UserNavigated { get; }
|
||||||
|
}
|
||||||
|
|
||||||
|
private readonly struct HoverEntry
|
||||||
|
{
|
||||||
|
public HoverEntry(Profiler.ScopeNode node, Profiler.Frame frame, int frameIndex, int depth, double timelineStartTicks)
|
||||||
|
{
|
||||||
|
Node = node;
|
||||||
|
Frame = frame;
|
||||||
|
FrameIndex = frameIndex;
|
||||||
|
Depth = depth;
|
||||||
|
DurationMs = TicksToMilliseconds(node.EndTime - node.StartTime);
|
||||||
|
SelfMs = node.SelfMilliseconds();
|
||||||
|
StartInFrameMs = TicksToMilliseconds(node.StartTime - frame.StartTime);
|
||||||
|
EndInFrameMs = TicksToMilliseconds(node.EndTime - frame.StartTime);
|
||||||
|
StartInTimelineMs = TicksToMilliseconds(node.StartTime - timelineStartTicks);
|
||||||
|
EndInTimelineMs = TicksToMilliseconds(node.EndTime - timelineStartTicks);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Profiler.ScopeNode Node { get; }
|
||||||
|
public Profiler.Frame Frame { get; }
|
||||||
|
public int FrameIndex { get; }
|
||||||
|
public int Depth { get; }
|
||||||
|
public double DurationMs { get; }
|
||||||
|
public double SelfMs { get; }
|
||||||
|
public double StartInFrameMs { get; }
|
||||||
|
public double EndInFrameMs { get; }
|
||||||
|
public double StartInTimelineMs { get; }
|
||||||
|
public double EndInTimelineMs { get; }
|
||||||
|
}
|
||||||
|
|
||||||
|
private const float BarHeight = 18f;
|
||||||
|
private const float BarPadding = 2f;
|
||||||
|
private const float ThreadGap = 8f;
|
||||||
|
private const float HeaderHeight = 28f;
|
||||||
|
private const float TimelineHeight = 220f;
|
||||||
|
private const float MinTextWidth = 36f;
|
||||||
|
private static readonly double TickToMs = 1000d / System.Diagnostics.Stopwatch.Frequency;
|
||||||
|
|
||||||
|
// Backwards-compatible entry point used by existing call sites.
|
||||||
|
public static void RenderFlameGraph(Profiler.Frame frame)
|
||||||
|
{
|
||||||
|
if (frame == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
List<Profiler.Frame> frames = new List<Profiler.Frame>(1)
|
||||||
|
{
|
||||||
|
frame
|
||||||
|
};
|
||||||
|
|
||||||
|
TimelineState state = new TimelineState
|
||||||
|
{
|
||||||
|
VisibleFrameCount = 1,
|
||||||
|
SelectedFrameIndex = 0,
|
||||||
|
FollowLatest = true
|
||||||
|
};
|
||||||
|
|
||||||
|
RenderTimeline(frames, state);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static TimelineRenderResult RenderTimeline(IReadOnlyList<Profiler.Frame> frames, TimelineState state)
|
||||||
|
{
|
||||||
|
if (frames == null || frames.Count == 0 || state == null)
|
||||||
|
{
|
||||||
|
return default;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool selectionChanged = false;
|
||||||
|
bool userNavigated = false;
|
||||||
|
|
||||||
|
int frameCount = frames.Count;
|
||||||
|
state.VisibleFrameCount = Math.Clamp(state.VisibleFrameCount, 1, frameCount);
|
||||||
|
state.Zoom = Math.Clamp(state.Zoom, 1f, 128f);
|
||||||
|
|
||||||
|
int maxStartIndex = Math.Max(0, frameCount - state.VisibleFrameCount);
|
||||||
|
if (state.FollowLatest)
|
||||||
|
{
|
||||||
|
state.WindowStartIndex = maxStartIndex;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
state.WindowStartIndex = Math.Clamp(state.WindowStartIndex, 0, maxStartIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
int visibleStartIndex = state.WindowStartIndex;
|
||||||
|
int visibleEndIndex = visibleStartIndex + state.VisibleFrameCount - 1;
|
||||||
|
|
||||||
|
if (state.SelectedFrameIndex < 0)
|
||||||
|
{
|
||||||
|
state.SelectedFrameIndex = visibleEndIndex;
|
||||||
|
selectionChanged = true;
|
||||||
|
}
|
||||||
|
state.SelectedFrameIndex = Math.Clamp(state.SelectedFrameIndex, visibleStartIndex, visibleEndIndex);
|
||||||
|
|
||||||
|
Profiler.Frame firstFrame = frames[visibleStartIndex];
|
||||||
|
Profiler.Frame lastFrame = frames[visibleEndIndex];
|
||||||
|
|
||||||
|
double timelineStartTicks = firstFrame.StartTime;
|
||||||
|
double timelineEndTicks = Math.Max(lastFrame.EndTime, firstFrame.StartTime + 1);
|
||||||
|
double timelineDurationTicks = Math.Max(1d, timelineEndTicks - timelineStartTicks);
|
||||||
|
|
||||||
|
double visibleDurationTicks = Math.Max(1d, timelineDurationTicks / state.Zoom);
|
||||||
|
double maxPanTicks = Math.Max(0d, timelineDurationTicks - visibleDurationTicks);
|
||||||
|
if (state.FollowLatest)
|
||||||
|
{
|
||||||
|
state.PanTicks = maxPanTicks;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
state.PanTicks = Math.Clamp(state.PanTicks, 0d, maxPanTicks);
|
||||||
|
}
|
||||||
|
|
||||||
|
double visibleStartTicks = timelineStartTicks + state.PanTicks;
|
||||||
|
double visibleEndTicks = visibleStartTicks + visibleDurationTicks;
|
||||||
|
|
||||||
|
Dictionary<int, int> threadDepths = BuildThreadDepths(frames, visibleStartIndex, visibleEndIndex);
|
||||||
|
List<int> threadOrder = threadDepths.Keys.OrderBy(x => x).ToList();
|
||||||
|
|
||||||
|
Dictionary<int, float> threadBaseY = new Dictionary<int, float>(threadOrder.Count);
|
||||||
|
float yCursor = HeaderHeight;
|
||||||
|
for (int i = 0; i < threadOrder.Count; i++)
|
||||||
|
{
|
||||||
|
int threadId = threadOrder[i];
|
||||||
|
threadBaseY[threadId] = yCursor;
|
||||||
|
yCursor += ((threadDepths[threadId] + 1) * (BarHeight + BarPadding)) + ThreadGap;
|
||||||
|
}
|
||||||
|
|
||||||
|
float contentHeight = Math.Max(TimelineHeight, yCursor + 6f);
|
||||||
|
|
||||||
|
ImGui.BeginChild("ProfilerTimeline", new Vector2(0, TimelineHeight), ImGuiChildFlags.Border | ImGuiChildFlags.ResizeY, ImGuiWindowFlags.AlwaysVerticalScrollbar);
|
||||||
|
|
||||||
|
ImDrawListPtr drawList = ImGui.GetWindowDrawList();
|
||||||
|
Vector2 origin = ImGui.GetCursorScreenPos();
|
||||||
|
Vector2 viewSize = ImGui.GetContentRegionAvail();
|
||||||
|
float canvasWidth = Math.Max(1f, viewSize.X);
|
||||||
|
|
||||||
|
uint frameBgColor = ImGui.GetColorU32(ImGuiCol.FrameBg);
|
||||||
|
uint frameBgHoveredColor = ImGui.GetColorU32(ImGuiCol.FrameBgHovered);
|
||||||
|
uint headerColor = ImGui.GetColorU32(ImGuiCol.Header);
|
||||||
|
uint headerHoveredColor = ImGui.GetColorU32(ImGuiCol.HeaderHovered);
|
||||||
|
uint textColor = ImGui.GetColorU32(ImGuiCol.Text);
|
||||||
|
uint borderColor = ImGui.GetColorU32(ImGuiCol.Border);
|
||||||
|
|
||||||
|
float clipMinX = origin.X;
|
||||||
|
float clipMaxX = origin.X + canvasWidth;
|
||||||
|
float clipMinY = origin.Y;
|
||||||
|
float clipMaxY = origin.Y + Math.Max(1f, ImGui.GetWindowHeight());
|
||||||
|
|
||||||
|
DrawTimelineHeader(drawList, origin, canvasWidth, timelineStartTicks, visibleStartTicks, visibleDurationTicks, textColor, borderColor);
|
||||||
|
|
||||||
|
HoverEntry? hovered = null;
|
||||||
|
|
||||||
|
for (int frameIndex = visibleStartIndex; frameIndex <= visibleEndIndex; frameIndex++)
|
||||||
|
{
|
||||||
|
Profiler.Frame frame = frames[frameIndex];
|
||||||
|
float frameStartX = ToScreenX(frame.StartTime, visibleStartTicks, visibleDurationTicks, origin.X, canvasWidth);
|
||||||
|
float frameEndX = ToScreenX(frame.EndTime, visibleStartTicks, visibleDurationTicks, origin.X, canvasWidth);
|
||||||
|
|
||||||
|
if (frameEndX < clipMinX || frameStartX > clipMaxX)
|
||||||
{
|
{
|
||||||
drawList.AddText(new Vector2(xPos + barPadding, yPos + barPadding), ImGui.ColorConvertFloat4ToU32(textColor), label);
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Add tooltip on hover
|
bool isSelectedFrame = frameIndex == state.SelectedFrameIndex;
|
||||||
if (ImGui.IsMouseHoveringRect(min, max))
|
uint frameShadeColor = (frameIndex & 1) == 0 ? frameBgColor : frameBgHoveredColor;
|
||||||
|
if (isSelectedFrame)
|
||||||
{
|
{
|
||||||
// Show tooltip when hovering over the node
|
frameShadeColor = LerpColor(headerColor, headerHoveredColor, 0.45f);
|
||||||
ImGui.BeginTooltip();
|
}
|
||||||
ImGui.Text($"{node.Label}");
|
|
||||||
ImGui.Text($"{node.ElapsedMilliseconds():0.000} ms");
|
drawList.AddRectFilled(new Vector2(frameStartX, origin.Y + HeaderHeight), new Vector2(frameEndX, origin.Y + contentHeight), SetAlpha(frameShadeColor, isSelectedFrame ? 0.20f : 0.08f));
|
||||||
ImGui.Text($"{node.ManagedThreadId}");
|
drawList.AddLine(new Vector2(frameStartX, origin.Y + HeaderHeight), new Vector2(frameStartX, origin.Y + contentHeight), SetAlpha(borderColor, 0.55f), 1f);
|
||||||
ImGui.EndTooltip();
|
|
||||||
|
foreach (Profiler.ScopeNode root in frame.RootNodes)
|
||||||
|
{
|
||||||
|
if (!threadBaseY.TryGetValue(root.ManagedThreadId, out float baseY))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawThreadLabel(drawList, origin.X, origin.Y + baseY, root.ManagedThreadId, textColor);
|
||||||
|
for (int i = 0; i < root.Children.Count; i++)
|
||||||
|
{
|
||||||
|
RenderNode(
|
||||||
|
drawList,
|
||||||
|
root.Children[i],
|
||||||
|
frame,
|
||||||
|
frameIndex,
|
||||||
|
baseY,
|
||||||
|
0,
|
||||||
|
visibleStartTicks,
|
||||||
|
visibleDurationTicks,
|
||||||
|
origin.X,
|
||||||
|
origin.Y,
|
||||||
|
canvasWidth,
|
||||||
|
clipMinX,
|
||||||
|
clipMaxX,
|
||||||
|
clipMaxY,
|
||||||
|
ref hovered,
|
||||||
|
textColor,
|
||||||
|
headerColor,
|
||||||
|
headerHoveredColor,
|
||||||
|
frameIndex == state.SelectedFrameIndex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
drawList.AddLine(new Vector2(frameEndX, origin.Y + HeaderHeight), new Vector2(frameEndX, origin.Y + contentHeight), SetAlpha(borderColor, 0.30f), 1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui.Dummy(new Vector2(canvasWidth, contentHeight));
|
||||||
|
|
||||||
|
bool windowHovered = ImGui.IsWindowHovered(ImGuiHoveredFlags.ChildWindows);
|
||||||
|
if (windowHovered)
|
||||||
|
{
|
||||||
|
HandleZoomAndPan(state, timelineStartTicks, timelineDurationTicks, visibleDurationTicks, origin.X, canvasWidth, ref userNavigated);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (windowHovered && ImGui.IsMouseClicked(ImGuiMouseButton.Left))
|
||||||
|
{
|
||||||
|
int clickedFrame = FindFrameIndexByMouseX(frames, visibleStartIndex, visibleEndIndex, visibleStartTicks, visibleDurationTicks, origin.X, canvasWidth, ImGui.GetMousePos().X);
|
||||||
|
if (clickedFrame >= visibleStartIndex && clickedFrame <= visibleEndIndex && clickedFrame != state.SelectedFrameIndex)
|
||||||
|
{
|
||||||
|
state.SelectedFrameIndex = clickedFrame;
|
||||||
|
selectionChanged = true;
|
||||||
|
state.FollowLatest = false;
|
||||||
|
userNavigated = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (hovered.HasValue)
|
||||||
|
{
|
||||||
|
if (ImGui.IsMouseClicked(ImGuiMouseButton.Left) && hovered.Value.FrameIndex != state.SelectedFrameIndex)
|
||||||
|
{
|
||||||
|
state.SelectedFrameIndex = hovered.Value.FrameIndex;
|
||||||
|
selectionChanged = true;
|
||||||
|
state.FollowLatest = false;
|
||||||
|
userNavigated = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawTooltip(hovered.Value);
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui.EndChild();
|
||||||
|
|
||||||
|
return new TimelineRenderResult(state.SelectedFrameIndex, selectionChanged, userNavigated);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void HandleZoomAndPan(TimelineState state, double timelineStartTicks, double timelineDurationTicks, double visibleDurationTicks, float originX, float canvasWidth, ref bool userNavigated)
|
||||||
|
{
|
||||||
|
ImGuiIOPtr io = ImGui.GetIO();
|
||||||
|
if (Math.Abs(io.MouseWheel) < float.Epsilon)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!io.KeyCtrl && !io.KeyShift)
|
||||||
|
{
|
||||||
|
return; // plain scroll goes to ImGui vertical scrolling
|
||||||
|
}
|
||||||
|
|
||||||
|
float wheel = io.MouseWheel;
|
||||||
|
io.MouseWheel = 0; // consume so the child window doesn't also scroll vertically
|
||||||
|
|
||||||
|
if (io.KeyCtrl)
|
||||||
|
{
|
||||||
|
float previousZoom = state.Zoom;
|
||||||
|
double visibleStartTicksBefore = timelineStartTicks + state.PanTicks;
|
||||||
|
double mouseT = Math.Clamp((ImGui.GetMousePos().X - originX) / Math.Max(1f, canvasWidth), 0f, 1f);
|
||||||
|
double pivotTick = visibleStartTicksBefore + (visibleDurationTicks * mouseT);
|
||||||
|
|
||||||
|
state.Zoom = Math.Clamp(state.Zoom * MathF.Pow(1.12f, wheel), 1f, 128f);
|
||||||
|
if (Math.Abs(previousZoom - state.Zoom) > float.Epsilon)
|
||||||
|
{
|
||||||
|
double newVisibleDurationTicks = Math.Max(1d, timelineDurationTicks / state.Zoom);
|
||||||
|
double newVisibleStartTicks = pivotTick - (newVisibleDurationTicks * mouseT);
|
||||||
|
state.PanTicks = Math.Clamp(newVisibleStartTicks - timelineStartTicks, 0d, Math.Max(0d, timelineDurationTicks - newVisibleDurationTicks));
|
||||||
|
state.FollowLatest = false;
|
||||||
|
userNavigated = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Aka root node.
|
// Shift + scroll: horizontal pan
|
||||||
string label = $"{node.Label}";
|
state.PanTicks -= wheel * (visibleDurationTicks * 0.10d);
|
||||||
drawList.AddText(new Vector2(startX + barPadding, yPos + barPadding), ImGui.ColorConvertFloat4ToU32(textColor), label);
|
state.FollowLatest = false;
|
||||||
}
|
userNavigated = true;
|
||||||
|
|
||||||
// Draw each child node under this node
|
|
||||||
foreach (Profiler.ScopeNode child in node.Children)
|
|
||||||
{
|
|
||||||
alternate = !alternate;
|
|
||||||
RenderNode(drawList, child, startTime, totalDuration, startX, baseY, depth + 1, contentWidth, alternate);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Recursive function to calculate the maximum depth of the node tree
|
private static int FindFrameIndexByMouseX(IReadOnlyList<Profiler.Frame> frames, int visibleStartIndex, int visibleEndIndex, double visibleStartTicks, double visibleDurationTicks, float originX, float width, float mouseX)
|
||||||
private static int GetMaxDepth(Profiler.ScopeNode node, int currentDepth)
|
|
||||||
{
|
{
|
||||||
if (node.Children == null || node.Children.Count == 0)
|
double t = Math.Clamp((mouseX - originX) / Math.Max(1f, width), 0f, 1f);
|
||||||
|
double timelineTicks = visibleStartTicks + (visibleDurationTicks * t);
|
||||||
|
|
||||||
|
for (int i = visibleStartIndex; i <= visibleEndIndex; i++)
|
||||||
{
|
{
|
||||||
return currentDepth;
|
Profiler.Frame frame = frames[i];
|
||||||
|
if (timelineTicks >= frame.StartTime && timelineTicks <= frame.EndTime)
|
||||||
|
{
|
||||||
|
return i;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int maxDepth = currentDepth;
|
return -1;
|
||||||
foreach (Profiler.ScopeNode child in node.Children)
|
}
|
||||||
|
|
||||||
|
private static void DrawTimelineHeader(ImDrawListPtr drawList, Vector2 origin, float width, double timelineStartTicks, double visibleStartTicks, double visibleDurationTicks, uint textColor, uint borderColor)
|
||||||
|
{
|
||||||
|
drawList.AddLine(new Vector2(origin.X, origin.Y + HeaderHeight), new Vector2(origin.X + width, origin.Y + HeaderHeight), SetAlpha(borderColor, 0.65f), 1f);
|
||||||
|
|
||||||
|
int tickCount = Math.Clamp((int)(width / 130f), 4, 20);
|
||||||
|
for (int i = 0; i <= tickCount; i++)
|
||||||
{
|
{
|
||||||
maxDepth = Math.Max(maxDepth, GetMaxDepth(child, currentDepth + 1));
|
float t = i / (float)tickCount;
|
||||||
|
float x = origin.X + (t * width);
|
||||||
|
drawList.AddLine(new Vector2(x, origin.Y + HeaderHeight - 8f), new Vector2(x, origin.Y + HeaderHeight), SetAlpha(borderColor, 0.8f), 1f);
|
||||||
|
|
||||||
|
double ms = TicksToMilliseconds((visibleStartTicks - timelineStartTicks) + (visibleDurationTicks * t));
|
||||||
|
drawList.AddText(new Vector2(x + 2f, origin.Y + 4f), textColor, $"+{ms:0.0} ms");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void DrawThreadLabel(ImDrawListPtr drawList, float x, float y, int threadId, uint textColor)
|
||||||
|
{
|
||||||
|
drawList.AddText(new Vector2(x + 4f, y + 2f), SetAlpha(textColor, 0.85f), $"T{threadId}");
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void DrawTooltip(HoverEntry hover)
|
||||||
|
{
|
||||||
|
ImGui.BeginTooltip();
|
||||||
|
ImGui.Text($"{hover.Node.Label}");
|
||||||
|
ImGui.Separator();
|
||||||
|
ImGui.Text($"Category: {hover.Node.Category}");
|
||||||
|
ImGui.Text($"Tags: 0x{hover.Node.TagMask:X}");
|
||||||
|
ImGui.Text($"Frame: {hover.Frame.FrameCount} (idx {hover.FrameIndex})");
|
||||||
|
ImGui.Text($"Thread: {hover.Node.ManagedThreadId}");
|
||||||
|
ImGui.Text($"Depth: {hover.Depth}");
|
||||||
|
ImGui.Text($"Duration: {hover.DurationMs:0.000} ms");
|
||||||
|
ImGui.Text($"Self: {hover.SelfMs:0.000} ms");
|
||||||
|
ImGui.Text($"Frame Start: {hover.StartInFrameMs:0.000} ms");
|
||||||
|
ImGui.Text($"Frame End: {hover.EndInFrameMs:0.000} ms");
|
||||||
|
ImGui.Text($"Timeline Start: {hover.StartInTimelineMs:0.000} ms");
|
||||||
|
ImGui.Text($"Timeline End: {hover.EndInTimelineMs:0.000} ms");
|
||||||
|
ImGui.Text($"Children: {hover.Node.Children.Count}");
|
||||||
|
if (hover.Node.ProfilerSetupBytes > 0)
|
||||||
|
{
|
||||||
|
ImGui.Separator();
|
||||||
|
ImGui.TextColored(new Vector4(1f, 0.75f, 0f, 1f), $"\u26a0 {hover.Node.ProfilerSetupBytes} B of alloc is profiler warmup overhead");
|
||||||
|
}
|
||||||
|
ImGui.EndTooltip();
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void RenderNode(
|
||||||
|
ImDrawListPtr drawList,
|
||||||
|
Profiler.ScopeNode node,
|
||||||
|
Profiler.Frame frame,
|
||||||
|
int frameIndex,
|
||||||
|
float baseY,
|
||||||
|
int depth,
|
||||||
|
double visibleStartTicks,
|
||||||
|
double visibleDurationTicks,
|
||||||
|
float originX,
|
||||||
|
float originY,
|
||||||
|
float width,
|
||||||
|
float clipMinX,
|
||||||
|
float clipMaxX,
|
||||||
|
float clipMaxY,
|
||||||
|
ref HoverEntry? hovered,
|
||||||
|
uint textColor,
|
||||||
|
uint headerColor,
|
||||||
|
uint headerHoveredColor,
|
||||||
|
bool selectedFrame)
|
||||||
|
{
|
||||||
|
long nodeEndTime = Math.Max(node.EndTime, node.StartTime + 1);
|
||||||
|
if (nodeEndTime < visibleStartTicks || node.StartTime > visibleStartTicks + visibleDurationTicks)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
float y = originY + baseY + (depth * (BarHeight + BarPadding));
|
||||||
|
if (y > clipMaxY)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
float minX = ToScreenX(node.StartTime, visibleStartTicks, visibleDurationTicks, originX, width);
|
||||||
|
float maxX = ToScreenX(nodeEndTime, visibleStartTicks, visibleDurationTicks, originX, width);
|
||||||
|
if (maxX < clipMinX || minX > clipMaxX)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
float barWidth = Math.Max(1f, maxX - minX);
|
||||||
|
Vector2 min = new Vector2(minX, y + (BarPadding * 0.5f));
|
||||||
|
Vector2 max = new Vector2(minX + barWidth, y + (BarPadding * 0.5f) + BarHeight);
|
||||||
|
|
||||||
|
uint barColor = BuildBarColor(node.Label, depth, selectedFrame);
|
||||||
|
uint borderColor = LerpColor(headerColor, headerHoveredColor, 0.45f);
|
||||||
|
drawList.AddRectFilled(min, max, barColor, 3f);
|
||||||
|
drawList.AddRect(min, max, SetAlpha(borderColor, 0.55f), 3f, ImDrawFlags.None, 1f);
|
||||||
|
|
||||||
|
Vector2 mousePos = ImGui.GetMousePos();
|
||||||
|
bool isHovered = mousePos.X >= min.X && mousePos.X <= max.X && mousePos.Y >= min.Y && mousePos.Y <= max.Y;
|
||||||
|
if (isHovered)
|
||||||
|
{
|
||||||
|
hovered = new HoverEntry(node, frame, frameIndex, depth, visibleStartTicks);
|
||||||
|
drawList.AddRect(min, max, headerHoveredColor, 3f, ImDrawFlags.None, 1.5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (barWidth > MinTextWidth)
|
||||||
|
{
|
||||||
|
string label = node.Label;
|
||||||
|
float textWidth = ImGui.CalcTextSize(label).X;
|
||||||
|
if (textWidth + 8f <= barWidth)
|
||||||
|
{
|
||||||
|
drawList.AddText(new Vector2(min.X + 4f, min.Y + 2f), textColor, label);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < node.Children.Count; i++)
|
||||||
|
{
|
||||||
|
RenderNode(
|
||||||
|
drawList,
|
||||||
|
node.Children[i],
|
||||||
|
frame,
|
||||||
|
frameIndex,
|
||||||
|
baseY,
|
||||||
|
depth + 1,
|
||||||
|
visibleStartTicks,
|
||||||
|
visibleDurationTicks,
|
||||||
|
originX,
|
||||||
|
originY,
|
||||||
|
width,
|
||||||
|
clipMinX,
|
||||||
|
clipMaxX,
|
||||||
|
clipMaxY,
|
||||||
|
ref hovered,
|
||||||
|
textColor,
|
||||||
|
headerColor,
|
||||||
|
headerHoveredColor,
|
||||||
|
selectedFrame);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Dictionary<int, int> BuildThreadDepths(IReadOnlyList<Profiler.Frame> frames, int startIndex, int endIndex)
|
||||||
|
{
|
||||||
|
Dictionary<int, int> threadMaxDepths = new Dictionary<int, int>(8);
|
||||||
|
for (int frameIndex = startIndex; frameIndex <= endIndex; frameIndex++)
|
||||||
|
{
|
||||||
|
foreach (Profiler.ScopeNode root in frames[frameIndex].RootNodes)
|
||||||
|
{
|
||||||
|
int maxDepth = 0;
|
||||||
|
for (int i = 0; i < root.Children.Count; i++)
|
||||||
|
{
|
||||||
|
maxDepth = Math.Max(maxDepth, GetMaxDepth(root.Children[i], 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
if (threadMaxDepths.TryGetValue(root.ManagedThreadId, out int currentMax))
|
||||||
|
{
|
||||||
|
if (maxDepth > currentMax)
|
||||||
|
{
|
||||||
|
threadMaxDepths[root.ManagedThreadId] = maxDepth;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
threadMaxDepths[root.ManagedThreadId] = maxDepth;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return threadMaxDepths;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static int GetMaxDepth(Profiler.ScopeNode node, int depth)
|
||||||
|
{
|
||||||
|
if (node.Children.Count == 0)
|
||||||
|
{
|
||||||
|
return depth;
|
||||||
|
}
|
||||||
|
|
||||||
|
int maxDepth = depth;
|
||||||
|
for (int i = 0; i < node.Children.Count; i++)
|
||||||
|
{
|
||||||
|
maxDepth = Math.Max(maxDepth, GetMaxDepth(node.Children[i], depth + 1));
|
||||||
}
|
}
|
||||||
return maxDepth;
|
return maxDepth;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private static uint BuildBarColor(string label, int depth, bool selectedFrame)
|
||||||
|
{
|
||||||
|
int hash = label.GetHashCode();
|
||||||
|
float hue = ((hash & 1023) / 1023f + (depth * 0.031f)) % 1f;
|
||||||
|
ImGui.ColorConvertHSVtoRGB(hue, 0.52f, selectedFrame ? 0.82f : 0.68f, out float r, out float g, out float b);
|
||||||
|
|
||||||
|
Vector4 frameBg = ImGui.ColorConvertU32ToFloat4(ImGui.GetColorU32(ImGuiCol.FrameBg));
|
||||||
|
Vector4 accent = new Vector4(r, g, b, 1f);
|
||||||
|
Vector4 mixed = Vector4.Lerp(frameBg, accent, 0.72f);
|
||||||
|
return ImGui.ColorConvertFloat4ToU32(mixed);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static float ToScreenX(double ticks, double visibleStartTicks, double visibleDurationTicks, float startX, float width)
|
||||||
|
{
|
||||||
|
double normalized = (ticks - visibleStartTicks) / visibleDurationTicks;
|
||||||
|
return startX + (float)(normalized * width);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static double TicksToMilliseconds(double ticks)
|
||||||
|
{
|
||||||
|
return ticks * TickToMs;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static uint SetAlpha(uint color, float alpha)
|
||||||
|
{
|
||||||
|
Vector4 c = ImGui.ColorConvertU32ToFloat4(color);
|
||||||
|
c.W *= alpha;
|
||||||
|
return ImGui.ColorConvertFloat4ToU32(c);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static uint LerpColor(uint a, uint b, float t)
|
||||||
|
{
|
||||||
|
Vector4 av = ImGui.ColorConvertU32ToFloat4(a);
|
||||||
|
Vector4 bv = ImGui.ColorConvertU32ToFloat4(b);
|
||||||
|
return ImGui.ColorConvertFloat4ToU32(Vector4.Lerp(av, bv, Math.Clamp(t, 0f, 1f)));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
@@ -1,31 +1,9 @@
|
|||||||
using System;
|
|
||||||
namespace Nerfed.Runtime;
|
namespace Nerfed.Runtime;
|
||||||
|
|
||||||
public enum ResourceState
|
|
||||||
{
|
|
||||||
Unloaded,
|
|
||||||
Queued,
|
|
||||||
Loading,
|
|
||||||
Loaded,
|
|
||||||
Failed
|
|
||||||
}
|
|
||||||
|
|
||||||
public abstract class Resource
|
public abstract class Resource
|
||||||
{
|
{
|
||||||
public Guid Id { get; internal set; }
|
|
||||||
public string Path { get; internal set; }
|
public string Path { get; internal set; }
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Natively tracks if the resource is currently in RAM/VRAM.
|
|
||||||
/// </summary>
|
|
||||||
public ResourceState State { get; internal set; } = ResourceState.Unloaded;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Tracks how many entities or systems currently need this loaded.
|
|
||||||
/// When it hits 0, the ResourceManager handles unloading natively.
|
|
||||||
/// </summary>
|
|
||||||
public int ReferenceCount { get; internal set; } = 0;
|
|
||||||
|
|
||||||
internal abstract void Load(Stream stream);
|
internal abstract void Load(Stream stream);
|
||||||
internal abstract void Unload();
|
internal abstract void Unload();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,19 +0,0 @@
|
|||||||
namespace Nerfed.Runtime;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Attach this component to an entity mapped to raw source-path strings.
|
|
||||||
/// Useful for testing, hardcoded assets, or before full editor-guided GUID injection.
|
|
||||||
/// </summary>
|
|
||||||
public readonly record struct AssetReferenceComponent(Guid AssetId);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A strongly-typed version of an asset reference, preventing the user from accidentally
|
|
||||||
/// assigning a Shader GUID to a Texture component in the Editor.
|
|
||||||
/// </summary>
|
|
||||||
public readonly record struct TypedAssetReference<TRes>(Guid AssetId) where TRes : Resource;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Added to an entity by the AssetStreamingSystem when the physical resource is fully
|
|
||||||
/// loaded in memory and ready to be used by the renderer or physics engine.
|
|
||||||
/// </summary>
|
|
||||||
public struct AssetLoadedTag { }
|
|
||||||
@@ -1,209 +1,43 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Concurrent;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
|
||||||
using System.Threading;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime;
|
namespace Nerfed.Runtime;
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A highly scalable, multithreaded resource manager that handles asynchronous asset
|
|
||||||
/// loading and automatic reference-counted memory management.
|
|
||||||
/// </summary>
|
|
||||||
public static class ResourceManager
|
public static class ResourceManager
|
||||||
{
|
{
|
||||||
private const string RootName = "Resources";
|
private const string rootName = "Resources";
|
||||||
|
private static readonly Dictionary<string, Resource> loadedResources = new Dictionary<string, Resource>();
|
||||||
|
|
||||||
// Track resources by their Guid ID instead of simple strings.
|
public static T Load<T>(string resourcePath) where T : Resource
|
||||||
private static readonly ConcurrentDictionary<Guid, Resource> _resourceCache = new();
|
|
||||||
|
|
||||||
// Mapping a string path to its runtime Guid identifier
|
|
||||||
private static readonly ConcurrentDictionary<string, Guid> _pathToGuid = new();
|
|
||||||
|
|
||||||
// Queues for background processing
|
|
||||||
private static readonly ConcurrentQueue<Resource> _loadQueue = new();
|
|
||||||
|
|
||||||
// Loader threads
|
|
||||||
private static readonly Thread _loaderThread;
|
|
||||||
private static bool _isRunning = true;
|
|
||||||
|
|
||||||
// A registry of how to create concrete Resource instances from a generic type without massive switch statements.
|
|
||||||
private static readonly Dictionary<Type, Func<Resource>> _resourceFactories = new()
|
|
||||||
{
|
{
|
||||||
{ typeof(Shader), () => new Shader() }
|
if (loadedResources.TryGetValue(resourcePath, out Resource resource))
|
||||||
};
|
|
||||||
|
|
||||||
static ResourceManager()
|
|
||||||
{
|
|
||||||
_loaderThread = new Thread(LoaderWorkerLoop)
|
|
||||||
{
|
{
|
||||||
Name = "Nerfed Asset Loader",
|
return (T)resource;
|
||||||
IsBackground = true,
|
|
||||||
Priority = ThreadPriority.BelowNormal // Keeps CPU time focused on the main game loop
|
|
||||||
};
|
|
||||||
_loaderThread.Start();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Synchronously shuts down the loader thread when the engine closes.
|
|
||||||
/// </summary>
|
|
||||||
public static void Shutdown()
|
|
||||||
{
|
|
||||||
_isRunning = false;
|
|
||||||
_loaderThread.Join();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Registers a new resource type factory so the manager knows how to instantiate it.
|
|
||||||
/// Example: RegisterResourceType<Texture>(() => new Texture());
|
|
||||||
/// </summary>
|
|
||||||
public static void RegisterResourceType<T>(Func<T> factory) where T : Resource
|
|
||||||
{
|
|
||||||
_resourceFactories[typeof(T)] = factory;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Gets the Guid associated with a specific asset path, making an initial id pass if required.
|
|
||||||
/// In a fully baked engine, the Guid is known at compile time or baked in the map data.
|
|
||||||
/// </summary>
|
|
||||||
public static Guid GetId(string resourcePath)
|
|
||||||
{
|
|
||||||
return _pathToGuid.GetOrAdd(resourcePath, _ => Guid.NewGuid());
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Begins an asynchronous load for a resource by its Guid.
|
|
||||||
/// In ECS systems, Entities should strictly prefer this overload over the string one.
|
|
||||||
/// </summary>
|
|
||||||
public static T Retain<T>(Guid id, string expectedPath) where T : Resource
|
|
||||||
{
|
|
||||||
var resource = _resourceCache.GetOrAdd(id, (assetId) =>
|
|
||||||
{
|
|
||||||
if (!_resourceFactories.TryGetValue(typeof(T), out var factory))
|
|
||||||
{
|
|
||||||
throw new Exception($"Failed to create resource. No factory registered for {typeof(T).Name}");
|
|
||||||
}
|
|
||||||
|
|
||||||
var newResource = factory();
|
|
||||||
newResource.Id = assetId;
|
|
||||||
// The path is still required so the background thread knows which file to open from disk.
|
|
||||||
newResource.Path = expectedPath;
|
|
||||||
newResource.State = ResourceState.Unloaded;
|
|
||||||
|
|
||||||
return newResource;
|
|
||||||
});
|
|
||||||
|
|
||||||
lock (resource)
|
|
||||||
{
|
|
||||||
resource.ReferenceCount++;
|
|
||||||
|
|
||||||
if (resource.State == ResourceState.Unloaded)
|
|
||||||
{
|
|
||||||
resource.State = ResourceState.Queued;
|
|
||||||
_loadQueue.Enqueue(resource);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (typeof(T) == typeof(Shader))
|
||||||
|
{
|
||||||
|
resource = new Shader();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
throw new Exception("Failed to create resource");
|
||||||
|
}
|
||||||
|
|
||||||
|
Assert.Always(resource != null);
|
||||||
|
resource.Path = resourcePath;
|
||||||
|
resource.Load(StorageContainer.OpenStream(Path.Combine(AppContext.BaseDirectory, rootName, resourcePath) + ".bin"));
|
||||||
|
|
||||||
|
loadedResources.Add(resourcePath, resource);
|
||||||
return (T)resource;
|
return (T)resource;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
public static void Unload(Resource resource)
|
||||||
/// Begins an asynchronous load utilizing the string path to find the matching Guid.
|
|
||||||
/// This should generally be avoided in tight ECS loops.
|
|
||||||
/// </summary>
|
|
||||||
public static T Retain<T>(string resourcePath) where T : Resource
|
|
||||||
{
|
{
|
||||||
Guid id = GetId(resourcePath);
|
if (!loadedResources.ContainsKey(resource.Path))
|
||||||
return Retain<T>(id, resourcePath);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Gets the current loading state of a resource by its Guid without altering its reference count.
|
|
||||||
/// </summary>
|
|
||||||
public static ResourceState GetState(Guid id)
|
|
||||||
{
|
|
||||||
if (_resourceCache.TryGetValue(id, out var resource))
|
|
||||||
{
|
{
|
||||||
return resource.State;
|
return;
|
||||||
}
|
}
|
||||||
return ResourceState.Unloaded;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
resource.Unload();
|
||||||
/// Decrements the reference count of a resource by its Guid.
|
resource.Path = string.Empty;
|
||||||
/// </summary>
|
loadedResources.Remove(resource.Path);
|
||||||
public static void Release(Guid id)
|
|
||||||
{
|
|
||||||
if (_resourceCache.TryGetValue(id, out var resource))
|
|
||||||
{
|
|
||||||
Release(resource);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Decrements the reference count of a resource.
|
|
||||||
/// If the count reaches 0, the asset is automatically unloaded from memory.
|
|
||||||
/// </summary>
|
|
||||||
public static void Release(Resource resource)
|
|
||||||
{
|
|
||||||
if (resource == null) return;
|
|
||||||
|
|
||||||
lock (resource)
|
|
||||||
{
|
|
||||||
resource.ReferenceCount--;
|
|
||||||
|
|
||||||
if (resource.ReferenceCount <= 0)
|
|
||||||
{
|
|
||||||
// Fully unused! We should unload it safely.
|
|
||||||
if (resource.State == ResourceState.Loaded)
|
|
||||||
{
|
|
||||||
resource.Unload();
|
|
||||||
}
|
|
||||||
|
|
||||||
resource.State = ResourceState.Unloaded;
|
|
||||||
_resourceCache.TryRemove(resource.Id, out _);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Background thread loop that pulls from the queue and does the slow file I/O operations.
|
|
||||||
/// </summary>
|
|
||||||
private static void LoaderWorkerLoop()
|
|
||||||
{
|
|
||||||
while (_isRunning)
|
|
||||||
{
|
|
||||||
if (_loadQueue.TryDequeue(out var resource))
|
|
||||||
{
|
|
||||||
// Safety check: Was the resource released before we even got around to loading it?
|
|
||||||
if (resource.ReferenceCount <= 0)
|
|
||||||
{
|
|
||||||
resource.State = ResourceState.Unloaded;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
resource.State = ResourceState.Loading;
|
|
||||||
string fullPath = Path.Combine(AppContext.BaseDirectory, RootName, resource.Id.ToString()) + ".bin";
|
|
||||||
|
|
||||||
// Do the slow synchronous disk read
|
|
||||||
using var stream = StorageContainer.OpenStream(fullPath);
|
|
||||||
resource.Load(stream);
|
|
||||||
|
|
||||||
resource.State = ResourceState.Loaded;
|
|
||||||
}
|
|
||||||
catch (Exception e)
|
|
||||||
{
|
|
||||||
Log.Error($"Failed to background load asset '{resource.Path}': {e.Message}");
|
|
||||||
resource.State = ResourceState.Failed;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Sleep cleanly if queue is empty to avoid burning total CPU usage on an infinite while-loop
|
|
||||||
Thread.Sleep(10);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,19 +0,0 @@
|
|||||||
namespace Nerfed.Runtime.Resources;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A sample component demonstrating how to use strongly-typed asset references
|
|
||||||
/// in a realistic scenario where an entity requires multiple distinct resources.
|
|
||||||
/// </summary>
|
|
||||||
public struct SampleMeshVisualComponent
|
|
||||||
{
|
|
||||||
// The user safely assigns a Mesh GUID in the Editor inspector.
|
|
||||||
public TypedAssetReference<Shader> VertexShader;
|
|
||||||
|
|
||||||
// The user safely assigns a Material GUID in the Editor inspector.
|
|
||||||
public TypedAssetReference<Shader> FragmentShader;
|
|
||||||
|
|
||||||
public SampleMeshVisualComponent(Guid vertexId, Guid fragId) {
|
|
||||||
VertexShader = new TypedAssetReference<Shader>(vertexId);
|
|
||||||
FragmentShader = new TypedAssetReference<Shader>(fragId);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,53 +0,0 @@
|
|||||||
using MoonTools.ECS;
|
|
||||||
using Nerfed.Runtime.Scene.Streaming;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Resources;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A typical rendering preparation system that natively resolves and requests
|
|
||||||
/// asynchronous background loading for its own required assets, removing the
|
|
||||||
/// need for a monolithic generic AssetStreaming manager.
|
|
||||||
/// </summary>
|
|
||||||
public class SampleRenderSystem : MoonTools.ECS.System
|
|
||||||
{
|
|
||||||
private readonly Filter _meshVisualsFilter;
|
|
||||||
|
|
||||||
public SampleRenderSystem(World world) : base(world) {
|
|
||||||
_meshVisualsFilter = FilterBuilder
|
|
||||||
.Include<SampleMeshVisualComponent>()
|
|
||||||
// Always ignore chunk entities technically "unloading" from RAM
|
|
||||||
.Exclude<ChunkUnloadPendingTag>()
|
|
||||||
.Build();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Update(TimeSpan delta) {
|
|
||||||
foreach(Entity entity in _meshVisualsFilter.Entities) {
|
|
||||||
SampleMeshVisualComponent visualComp = Get<SampleMeshVisualComponent>(entity);
|
|
||||||
|
|
||||||
// 1. Resolve State
|
|
||||||
ResourceState vertState = ResourceManager.GetState(visualComp.VertexShader.AssetId);
|
|
||||||
ResourceState fragState = ResourceManager.GetState(visualComp.FragmentShader.AssetId);
|
|
||||||
|
|
||||||
// 2. Asynchronously request assets if they don't exist in memory yet
|
|
||||||
if(vertState == ResourceState.Unloaded) {
|
|
||||||
ResourceManager.Retain<Shader>(visualComp.VertexShader.AssetId, "Unknown/Path");
|
|
||||||
}
|
|
||||||
if(fragState == ResourceState.Unloaded) {
|
|
||||||
ResourceManager.Retain<Shader>(visualComp.FragmentShader.AssetId, "Unknown/Path");
|
|
||||||
}
|
|
||||||
|
|
||||||
// 3. Prevent rendering logic unless ALL strictly required assets are fully mapped
|
|
||||||
bool isReadyToDraw = vertState == ResourceState.Loaded && fragState == ResourceState.Loaded;
|
|
||||||
|
|
||||||
if(isReadyToDraw) {
|
|
||||||
// At this exact point, you can safely assume:
|
|
||||||
// 1) The background loading threads are 100% finished processing these shaders.
|
|
||||||
// 2) The GraphicsDevice can safely extract the native handle.
|
|
||||||
|
|
||||||
// e.g. GraphicsDevice.BindShader(visualComp.VertexShader.AssetId);
|
|
||||||
// e.g. GraphicsDevice.DrawPolygons(...);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,13 +0,0 @@
|
|||||||
namespace Nerfed.Runtime.Scene;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Abstraction over a concrete scene format (JSON, binary, …).
|
|
||||||
/// Implementations read and write <see cref="SceneData"/> to a <see cref="Stream"/>,
|
|
||||||
/// making it straightforward to add a compact binary format later without
|
|
||||||
/// changing any of the surrounding scene infrastructure.
|
|
||||||
/// </summary>
|
|
||||||
public interface ISceneSerializer
|
|
||||||
{
|
|
||||||
void Serialize(SceneData scene, Stream stream);
|
|
||||||
SceneData Deserialize(Stream stream);
|
|
||||||
}
|
|
||||||
@@ -1,189 +0,0 @@
|
|||||||
using System.Numerics;
|
|
||||||
using System.Text.Json;
|
|
||||||
using System.Text.Json.Serialization;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Scene;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Human-readable JSON scene serializer.
|
|
||||||
///
|
|
||||||
/// Example output:
|
|
||||||
/// <code>
|
|
||||||
/// {
|
|
||||||
/// "version": 1,
|
|
||||||
/// "name": "MyScene",
|
|
||||||
/// "entities": [
|
|
||||||
/// {
|
|
||||||
/// "id": "a1b2c3d4-...",
|
|
||||||
/// "tag": "Player",
|
|
||||||
/// "parentId": null,
|
|
||||||
/// "components": [
|
|
||||||
/// {
|
|
||||||
/// "type": "Nerfed.Runtime.Components.LocalTransform",
|
|
||||||
/// "data": {
|
|
||||||
/// "position": { "x": 0.0, "y": 0.0, "z": 0.0 },
|
|
||||||
/// "rotation": { "x": 0.0, "y": 0.0, "z": 0.0, "w": 1.0 },
|
|
||||||
/// "scale": { "x": 1.0, "y": 1.0, "z": 1.0 }
|
|
||||||
/// }
|
|
||||||
/// }
|
|
||||||
/// ]
|
|
||||||
/// }
|
|
||||||
/// ],
|
|
||||||
/// "relations": [
|
|
||||||
/// {
|
|
||||||
/// "type": "Nerfed.Runtime.Components.OwnerRelation",
|
|
||||||
/// "entityA": "a1b2c3d4-...",
|
|
||||||
/// "entityB": "e5f6a7b8-...",
|
|
||||||
/// "data": {}
|
|
||||||
/// }
|
|
||||||
/// ]
|
|
||||||
/// }
|
|
||||||
/// </code>
|
|
||||||
/// </summary>
|
|
||||||
public sealed class JsonSceneSerializer : ISceneSerializer
|
|
||||||
{
|
|
||||||
private static readonly JsonSerializerOptions Options = new() {
|
|
||||||
WriteIndented = true,
|
|
||||||
Converters =
|
|
||||||
{
|
|
||||||
new Vector3JsonConverter(),
|
|
||||||
new QuaternionJsonConverter(),
|
|
||||||
new SceneComponentDataJsonConverter(),
|
|
||||||
new SceneRelationDataJsonConverter(),
|
|
||||||
},
|
|
||||||
};
|
|
||||||
|
|
||||||
public void Serialize(SceneData scene, Stream stream) {
|
|
||||||
JsonSerializer.Serialize(stream, scene, Options);
|
|
||||||
}
|
|
||||||
|
|
||||||
public SceneData Deserialize(Stream stream) {
|
|
||||||
return JsonSerializer.Deserialize<SceneData>(stream, Options)
|
|
||||||
?? throw new InvalidOperationException("Failed to deserialize scene: root element was null.");
|
|
||||||
}
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
// Converters
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
|
|
||||||
private sealed class Vector3JsonConverter : JsonConverter<Vector3>
|
|
||||||
{
|
|
||||||
public override Vector3 Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
|
||||||
float x = 0f, y = 0f, z = 0f;
|
|
||||||
reader.Read(); // StartObject
|
|
||||||
while(reader.Read() && reader.TokenType != JsonTokenType.EndObject) {
|
|
||||||
string name = reader.GetString()!;
|
|
||||||
reader.Read();
|
|
||||||
switch(name) {
|
|
||||||
case "x": x = reader.GetSingle(); break;
|
|
||||||
case "y": y = reader.GetSingle(); break;
|
|
||||||
case "z": z = reader.GetSingle(); break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return new Vector3(x, y, z);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Write(Utf8JsonWriter writer, Vector3 value, JsonSerializerOptions options) {
|
|
||||||
writer.WriteStartObject();
|
|
||||||
writer.WriteNumber("x", value.X);
|
|
||||||
writer.WriteNumber("y", value.Y);
|
|
||||||
writer.WriteNumber("z", value.Z);
|
|
||||||
writer.WriteEndObject();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private sealed class QuaternionJsonConverter : JsonConverter<Quaternion>
|
|
||||||
{
|
|
||||||
public override Quaternion Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
|
||||||
float x = 0f, y = 0f, z = 0f, w = 1f;
|
|
||||||
reader.Read(); // StartObject
|
|
||||||
while(reader.Read() && reader.TokenType != JsonTokenType.EndObject) {
|
|
||||||
string name = reader.GetString()!;
|
|
||||||
reader.Read();
|
|
||||||
switch(name) {
|
|
||||||
case "x": x = reader.GetSingle(); break;
|
|
||||||
case "y": y = reader.GetSingle(); break;
|
|
||||||
case "z": z = reader.GetSingle(); break;
|
|
||||||
case "w": w = reader.GetSingle(); break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return new Quaternion(x, y, z, w);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Write(Utf8JsonWriter writer, Quaternion value, JsonSerializerOptions options) {
|
|
||||||
writer.WriteStartObject();
|
|
||||||
writer.WriteNumber("x", value.X);
|
|
||||||
writer.WriteNumber("y", value.Y);
|
|
||||||
writer.WriteNumber("z", value.Z);
|
|
||||||
writer.WriteNumber("w", value.W);
|
|
||||||
writer.WriteEndObject();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Buffers the full JSON object, resolves the CLR component type from the "type" field,
|
|
||||||
/// then deserializes "data" using that concrete type.
|
|
||||||
/// </summary>
|
|
||||||
private sealed class SceneComponentDataJsonConverter : JsonConverter<SceneComponentData>
|
|
||||||
{
|
|
||||||
public override SceneComponentData Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
|
||||||
using JsonDocument doc = JsonDocument.ParseValue(ref reader);
|
|
||||||
JsonElement root = doc.RootElement;
|
|
||||||
|
|
||||||
string typeName = root.GetProperty("type").GetString()
|
|
||||||
?? throw new JsonException("Missing or null 'type' field in component data.");
|
|
||||||
|
|
||||||
Type componentType = SceneManager.GetComponentType(typeName)
|
|
||||||
?? throw new JsonException($"Unknown component type '{typeName}'. Ensure the struct is marked with [SceneComponent].");
|
|
||||||
|
|
||||||
string rawData = root.GetProperty("data").GetRawText();
|
|
||||||
ValueType value = (ValueType)JsonSerializer.Deserialize(rawData, componentType, options)!;
|
|
||||||
|
|
||||||
return new SceneComponentData { Type = typeName, Value = value };
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Write(Utf8JsonWriter writer, SceneComponentData value, JsonSerializerOptions options) {
|
|
||||||
writer.WriteStartObject();
|
|
||||||
writer.WriteString("type", value.Type);
|
|
||||||
writer.WritePropertyName("data");
|
|
||||||
JsonSerializer.Serialize(writer, value.Value, value.Value.GetType(), options);
|
|
||||||
writer.WriteEndObject();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Same pattern as <see cref="SceneComponentDataJsonConverter"/> but for relation data.
|
|
||||||
/// Resolves the type via <see cref="SceneManager.GetRelationType"/>.
|
|
||||||
/// </summary>
|
|
||||||
private sealed class SceneRelationDataJsonConverter : JsonConverter<SceneRelationData>
|
|
||||||
{
|
|
||||||
public override SceneRelationData Read(ref Utf8JsonReader reader, Type typeToConvert, JsonSerializerOptions options) {
|
|
||||||
using JsonDocument doc = JsonDocument.ParseValue(ref reader);
|
|
||||||
JsonElement root = doc.RootElement;
|
|
||||||
|
|
||||||
string typeName = root.GetProperty("type").GetString()
|
|
||||||
?? throw new JsonException("Missing or null 'type' field in relation data.");
|
|
||||||
|
|
||||||
Type relationType = SceneManager.GetRelationType(typeName)
|
|
||||||
?? throw new JsonException($"Unknown relation type '{typeName}'. Ensure the struct is marked with [SceneRelation].");
|
|
||||||
|
|
||||||
Guid entityA = root.GetProperty("entityA").GetGuid();
|
|
||||||
Guid entityB = root.GetProperty("entityB").GetGuid();
|
|
||||||
|
|
||||||
string rawData = root.GetProperty("data").GetRawText();
|
|
||||||
ValueType value = (ValueType)JsonSerializer.Deserialize(rawData, relationType, options)!;
|
|
||||||
|
|
||||||
return new SceneRelationData { Type = typeName, EntityA = entityA, EntityB = entityB, Value = value };
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Write(Utf8JsonWriter writer, SceneRelationData value, JsonSerializerOptions options) {
|
|
||||||
writer.WriteStartObject();
|
|
||||||
writer.WriteString("type", value.Type);
|
|
||||||
writer.WriteString("entityA", value.EntityA);
|
|
||||||
writer.WriteString("entityB", value.EntityB);
|
|
||||||
writer.WritePropertyName("data");
|
|
||||||
JsonSerializer.Serialize(writer, value.Value, value.Value.GetType(), options);
|
|
||||||
writer.WriteEndObject();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
namespace Nerfed.Runtime.Scene;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Marks an unmanaged struct as a serializable scene component.
|
|
||||||
/// Only types with this attribute will be saved/loaded by the scene system.
|
|
||||||
/// </summary>
|
|
||||||
[AttributeUsage(AttributeTargets.Struct, Inherited = false)]
|
|
||||||
public sealed class SceneComponentAttribute : Attribute { }
|
|
||||||
@@ -1,65 +0,0 @@
|
|||||||
namespace Nerfed.Runtime.Scene;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Root data model for a scene. A scene and a prefab are the same thing —
|
|
||||||
/// there is no distinction between the two, mirroring Godot's design.
|
|
||||||
/// </summary>
|
|
||||||
public sealed class SceneData
|
|
||||||
{
|
|
||||||
/// <summary>Incremented when the file format changes in a breaking way.</summary>
|
|
||||||
public int Version { get; set; } = SceneData.CurrentVersion;
|
|
||||||
public string Name { get; set; } = string.Empty;
|
|
||||||
public List<SceneEntityData> Entities { get; set; } = new();
|
|
||||||
/// <summary>All user-defined relations between entities in this scene.</summary>
|
|
||||||
public List<SceneRelationData> Relations { get; set; } = new();
|
|
||||||
|
|
||||||
public const int CurrentVersion = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Serialized representation of a single entity.
|
|
||||||
/// The <see cref="Id"/> is a scene-local identifier that only exists in the
|
|
||||||
/// serialized data and is used to reconstruct parent–child and relation references.
|
|
||||||
/// It is never stored as a component on a live entity.
|
|
||||||
/// An entity is included if it owns at least one <see cref="SceneComponentAttribute"/> component
|
|
||||||
/// OR participates in at least one <see cref="SceneRelationAttribute"/> relation.
|
|
||||||
/// </summary>
|
|
||||||
public sealed class SceneEntityData
|
|
||||||
{
|
|
||||||
public Guid Id { get; set; } = Guid.NewGuid();
|
|
||||||
public string Tag { get; set; } = string.Empty;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Scene-local <see cref="Id"/> of this entity's <see cref="Components.ChildParentRelation"/>
|
|
||||||
/// parent, or <c>null</c> if this is a root entity.
|
|
||||||
/// </summary>
|
|
||||||
public Guid? ParentId { get; set; }
|
|
||||||
|
|
||||||
public List<SceneComponentData> Components { get; set; } = new();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Serialized representation of a single component value on an entity.
|
|
||||||
/// <see cref="Type"/> is the fully-qualified CLR type name used to resolve the component on load.
|
|
||||||
/// <see cref="Value"/> is the boxed runtime value; each <see cref="ISceneSerializer"/> is
|
|
||||||
/// responsible for converting it to/from its wire format.
|
|
||||||
/// </summary>
|
|
||||||
public sealed class SceneComponentData
|
|
||||||
{
|
|
||||||
public string Type { get; set; } = string.Empty;
|
|
||||||
public ValueType Value { get; set; } = default!;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Serialized representation of a relation between two entities.
|
|
||||||
/// <see cref="EntityA"/> and <see cref="EntityB"/> reference scene-local <see cref="SceneEntityData.Id"/> values.
|
|
||||||
/// <see cref="Type"/> identifies the relation kind (must be marked with <see cref="SceneRelationAttribute"/>).
|
|
||||||
/// <see cref="Value"/> holds the relation data payload (may be an empty struct).
|
|
||||||
/// </summary>
|
|
||||||
public sealed class SceneRelationData
|
|
||||||
{
|
|
||||||
public string Type { get; set; } = string.Empty;
|
|
||||||
public Guid EntityA { get; set; }
|
|
||||||
public Guid EntityB { get; set; }
|
|
||||||
public ValueType Value { get; set; } = default!;
|
|
||||||
}
|
|
||||||
@@ -1,345 +0,0 @@
|
|||||||
using System.Reflection;
|
|
||||||
using MoonTools.ECS;
|
|
||||||
using Nerfed.Runtime.Components;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Scene;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Central hub for scene serialization and deserialization.
|
|
||||||
///
|
|
||||||
/// On first use the static constructor scans all loaded assemblies for:
|
|
||||||
/// • Structs annotated with <see cref="SceneComponentAttribute"/> — serialized as per-entity component data.
|
|
||||||
/// • Structs annotated with <see cref="SceneRelationAttribute"/> — serialized as cross-entity relation data.
|
|
||||||
///
|
|
||||||
/// The <see cref="Components.ChildParentRelation"/> hierarchy is handled separately via
|
|
||||||
/// <see cref="SceneEntityData.ParentId"/> and does NOT need a <see cref="SceneRelationAttribute"/>.
|
|
||||||
///
|
|
||||||
/// Usage:
|
|
||||||
/// <code>
|
|
||||||
/// var serializer = new JsonSceneSerializer();
|
|
||||||
/// SceneManager.Save(world, "Assets/level1.scene", serializer, "Level 1");
|
|
||||||
/// SceneManager.Load(world, "Assets/level1.scene", serializer);
|
|
||||||
/// </code>
|
|
||||||
/// </summary>
|
|
||||||
public static class SceneManager
|
|
||||||
{
|
|
||||||
// Full CLR type name → Type
|
|
||||||
private static readonly Dictionary<string, Type> ComponentRegistry = new();
|
|
||||||
private static readonly Dictionary<string, Type> RelationRegistry = new();
|
|
||||||
|
|
||||||
// Reflection cache so we only build the delegates once per type.
|
|
||||||
private static readonly Dictionary<Type, Func<World, Entity, bool>> HasComponentCache = new();
|
|
||||||
private static readonly Dictionary<Type, Func<World, Entity, ValueType>> GetComponentCache = new();
|
|
||||||
private static readonly Dictionary<Type, Action<World, Entity, ValueType>> SetComponentCache = new();
|
|
||||||
private static readonly Dictionary<Type, Func<World, Entity, bool>> HasOutRelationCache = new();
|
|
||||||
private static readonly Dictionary<Type, Func<World, Entity, Entity[]>> OutRelationsCache = new();
|
|
||||||
private static readonly Dictionary<Type, Func<World, Entity, Entity, ValueType>> GetRelationDataCache = new();
|
|
||||||
private static readonly Dictionary<Type, Action<World, Entity, Entity, ValueType>> RelateCache = new();
|
|
||||||
|
|
||||||
static SceneManager() {
|
|
||||||
foreach(Assembly assembly in AppDomain.CurrentDomain.GetAssemblies()) {
|
|
||||||
Type[] types;
|
|
||||||
try { types = assembly.GetTypes(); } catch(ReflectionTypeLoadException ex) { types = ex.Types.Where(t => t is not null).ToArray()!; }
|
|
||||||
|
|
||||||
foreach(Type type in types) {
|
|
||||||
if(type.FullName is null) continue;
|
|
||||||
|
|
||||||
if(type.GetCustomAttribute<SceneComponentAttribute>() is not null)
|
|
||||||
ComponentRegistry[type.FullName] = type;
|
|
||||||
|
|
||||||
if(type.GetCustomAttribute<SceneRelationAttribute>() is not null)
|
|
||||||
RelationRegistry[type.FullName] = type;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
// Public registry accessors
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
|
|
||||||
public static Type? GetComponentType(string fullName) {
|
|
||||||
ComponentRegistry.TryGetValue(fullName, out Type? type);
|
|
||||||
return type;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static Type? GetRelationType(string fullName) {
|
|
||||||
RelationRegistry.TryGetValue(fullName, out Type? type);
|
|
||||||
return type;
|
|
||||||
}
|
|
||||||
|
|
||||||
public static IReadOnlyDictionary<string, Type> RegisteredComponentTypes => ComponentRegistry;
|
|
||||||
public static IReadOnlyDictionary<string, Type> RegisteredRelationTypes => RelationRegistry;
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
// High-level Save / Load
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
|
|
||||||
public static void Save(World world, string path, ISceneSerializer serializer, string sceneName = "") {
|
|
||||||
SceneData scene = Extract(world, sceneName);
|
|
||||||
string? directory = Path.GetDirectoryName(path);
|
|
||||||
if(!string.IsNullOrEmpty(directory))
|
|
||||||
Directory.CreateDirectory(directory);
|
|
||||||
using FileStream stream = File.Open(path, FileMode.Create, FileAccess.Write);
|
|
||||||
serializer.Serialize(scene, stream);
|
|
||||||
}
|
|
||||||
|
|
||||||
public static Dictionary<Guid, Entity> Load(World world, string path, ISceneSerializer serializer) {
|
|
||||||
using FileStream stream = File.Open(path, FileMode.Open, FileAccess.Read);
|
|
||||||
SceneData scene = serializer.Deserialize(stream);
|
|
||||||
return Instantiate(world, scene);
|
|
||||||
}
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
// Extract (world → SceneData)
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
|
|
||||||
public static SceneData Extract(World world, string name = "") {
|
|
||||||
SceneData scene = new() { Name = name };
|
|
||||||
|
|
||||||
// ── 1. Collect entities ──────────────────────────────────────────────
|
|
||||||
// Include an entity if it has at least one scene component OR if it
|
|
||||||
// appears as an endpoint of at least one scene relation. This ensures
|
|
||||||
// pure grouping nodes and relation-only entities are not dropped.
|
|
||||||
|
|
||||||
Dictionary<uint, Guid> entityToGuid = new();
|
|
||||||
|
|
||||||
void EnsureEntity(Entity e) {
|
|
||||||
if(!entityToGuid.ContainsKey(e.ID))
|
|
||||||
entityToGuid[e.ID] = Guid.NewGuid();
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach(Entity entity in world.GetAllEntities()) {
|
|
||||||
if(HasAnySceneComponent(world, entity))
|
|
||||||
EnsureEntity(entity);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Walk all registered relation types and pull in both endpoints.
|
|
||||||
foreach(Type relationType in RelationRegistry.Values) {
|
|
||||||
foreach((Entity a, Entity b) in WorldAllRelations(world, relationType)) {
|
|
||||||
EnsureEntity(a);
|
|
||||||
EnsureEntity(b);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Also include entities that are part of the ChildParentRelation hierarchy
|
|
||||||
// even if they carry no scene components and no user-defined relations.
|
|
||||||
foreach((Entity child, Entity parent) in world.Relations<ChildParentRelation>()) {
|
|
||||||
EnsureEntity(child);
|
|
||||||
EnsureEntity(parent);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ── 2. Build entity records (parents must be known before children so
|
|
||||||
// we sort parents-before-children for readable output) ───────────
|
|
||||||
List<SceneEntityData> ordered = BuildSortedEntityList(world, entityToGuid);
|
|
||||||
scene.Entities.AddRange(ordered);
|
|
||||||
|
|
||||||
// ── 3. Build relation records ────────────────────────────────────────
|
|
||||||
foreach((string typeName, Type relationType) in RelationRegistry) {
|
|
||||||
foreach((Entity a, Entity b) in WorldAllRelations(world, relationType)) {
|
|
||||||
if(!entityToGuid.TryGetValue(a.ID, out Guid guidA) ||
|
|
||||||
!entityToGuid.TryGetValue(b.ID, out Guid guidB))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
ValueType payload = WorldGetRelationData(world, a, b, relationType);
|
|
||||||
scene.Relations.Add(new SceneRelationData {
|
|
||||||
Type = typeName,
|
|
||||||
EntityA = guidA,
|
|
||||||
EntityB = guidB,
|
|
||||||
Value = payload,
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return scene;
|
|
||||||
}
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
// Instantiate (SceneData → world)
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
|
|
||||||
public static Dictionary<Guid, Entity> Instantiate(World world, SceneData scene) {
|
|
||||||
Dictionary<Guid, Entity> guidToEntity = new(scene.Entities.Count);
|
|
||||||
|
|
||||||
// Pass 1 – create all entities.
|
|
||||||
foreach(SceneEntityData entityData in scene.Entities) {
|
|
||||||
Entity entity = world.CreateEntity(entityData.Tag);
|
|
||||||
guidToEntity[entityData.Id] = entity;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Pass 2 – set components and wire up the ChildParentRelation hierarchy.
|
|
||||||
foreach(SceneEntityData entityData in scene.Entities) {
|
|
||||||
Entity entity = guidToEntity[entityData.Id];
|
|
||||||
|
|
||||||
foreach(SceneComponentData componentData in entityData.Components)
|
|
||||||
WorldSetComponent(world, entity, componentData.Type, componentData.Value);
|
|
||||||
|
|
||||||
if(entityData.ParentId is Guid parentGuid && guidToEntity.TryGetValue(parentGuid, out Entity parent)) {
|
|
||||||
world.Set(entity, new Child());
|
|
||||||
world.Relate(entity, parent, new ChildParentRelation());
|
|
||||||
} else {
|
|
||||||
world.Set(entity, new Root());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Pass 3 – restore all user-defined relations.
|
|
||||||
foreach(SceneRelationData relationData in scene.Relations) {
|
|
||||||
if(!guidToEntity.TryGetValue(relationData.EntityA, out Entity entityA) ||
|
|
||||||
!guidToEntity.TryGetValue(relationData.EntityB, out Entity entityB))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
WorldRelate(world, entityA, entityB, relationData.Type, relationData.Value);
|
|
||||||
}
|
|
||||||
|
|
||||||
return guidToEntity;
|
|
||||||
}
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
// Helpers – entity ordering
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
|
|
||||||
// Returns entities sorted so that a parent always appears before its children,
|
|
||||||
// making the JSON file human-readable and easier to diff.
|
|
||||||
private static List<SceneEntityData> BuildSortedEntityList(
|
|
||||||
World world,
|
|
||||||
Dictionary<uint, Guid> entityToGuid) {
|
|
||||||
// Build per-entity data (unsorted first).
|
|
||||||
Dictionary<Guid, SceneEntityData> byGuid = new(entityToGuid.Count);
|
|
||||||
|
|
||||||
foreach((uint entityId, Guid guid) in entityToGuid) {
|
|
||||||
Entity entity = new(entityId);
|
|
||||||
|
|
||||||
Guid? parentId = null;
|
|
||||||
if(world.HasOutRelation<ChildParentRelation>(entity)) {
|
|
||||||
// Iterate all out-relations — an entity may have multiple parents
|
|
||||||
// in theory, but ChildParentRelation is designed as singleton.
|
|
||||||
// We capture the first valid one here.
|
|
||||||
foreach(Entity parent in world.OutRelations<ChildParentRelation>(entity)) {
|
|
||||||
if(entityToGuid.TryGetValue(parent.ID, out Guid parentGuid)) {
|
|
||||||
parentId = parentGuid;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
List<SceneComponentData> components = new();
|
|
||||||
foreach((string typeName, Type componentType) in ComponentRegistry) {
|
|
||||||
if(!WorldHasComponent(world, entity, componentType)) continue;
|
|
||||||
ValueType value = WorldGetComponent(world, entity, componentType);
|
|
||||||
components.Add(new SceneComponentData { Type = typeName, Value = value });
|
|
||||||
}
|
|
||||||
|
|
||||||
byGuid[guid] = new SceneEntityData {
|
|
||||||
Id = guid,
|
|
||||||
Tag = world.GetTag(entity),
|
|
||||||
ParentId = parentId,
|
|
||||||
Components = components,
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
// Topological sort: parents before children.
|
|
||||||
List<SceneEntityData> sorted = new(byGuid.Count);
|
|
||||||
HashSet<Guid> visited = new(byGuid.Count);
|
|
||||||
|
|
||||||
void Visit(Guid id) {
|
|
||||||
if(!visited.Add(id)) return;
|
|
||||||
SceneEntityData data = byGuid[id];
|
|
||||||
if(data.ParentId is Guid pid && byGuid.ContainsKey(pid))
|
|
||||||
Visit(pid);
|
|
||||||
sorted.Add(data);
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach(Guid id in byGuid.Keys)
|
|
||||||
Visit(id);
|
|
||||||
|
|
||||||
return sorted;
|
|
||||||
}
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
// Reflection helpers – components
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
|
|
||||||
private static bool HasAnySceneComponent(World world, Entity entity) {
|
|
||||||
foreach(Type componentType in ComponentRegistry.Values) {
|
|
||||||
if(WorldHasComponent(world, entity, componentType)) return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static bool WorldHasComponent(World world, Entity entity, Type componentType) {
|
|
||||||
if(!HasComponentCache.TryGetValue(componentType, out Func<World, Entity, bool>? fn)) {
|
|
||||||
MethodInfo method = FindGenericMethod(nameof(World.Has)).MakeGenericMethod(componentType);
|
|
||||||
fn = (w, e) => (bool)method.Invoke(w, new object[] { e })!;
|
|
||||||
HasComponentCache[componentType] = fn;
|
|
||||||
}
|
|
||||||
return fn(world, entity);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static ValueType WorldGetComponent(World world, Entity entity, Type componentType) {
|
|
||||||
if(!GetComponentCache.TryGetValue(componentType, out Func<World, Entity, ValueType>? fn)) {
|
|
||||||
MethodInfo method = FindGenericMethod(nameof(World.Get)).MakeGenericMethod(componentType);
|
|
||||||
fn = (w, e) => (ValueType)method.Invoke(w, new object[] { e })!;
|
|
||||||
GetComponentCache[componentType] = fn;
|
|
||||||
}
|
|
||||||
return fn(world, entity);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void WorldSetComponent(World world, Entity entity, string typeName, ValueType value) {
|
|
||||||
if(!ComponentRegistry.TryGetValue(typeName, out Type? componentType)) return;
|
|
||||||
|
|
||||||
if(!SetComponentCache.TryGetValue(componentType, out Action<World, Entity, ValueType>? fn)) {
|
|
||||||
MethodInfo method = FindGenericMethod(nameof(World.Set)).MakeGenericMethod(componentType);
|
|
||||||
fn = (w, e, v) => method.Invoke(w, new object[] { e, v });
|
|
||||||
SetComponentCache[componentType] = fn;
|
|
||||||
}
|
|
||||||
fn(world, entity, value);
|
|
||||||
}
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
// Reflection helpers – relations
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
|
|
||||||
private static IEnumerable<(Entity, Entity)> WorldAllRelations(World world, Type relationType) {
|
|
||||||
// World.Relations<T>() returns ReverseSpanEnumerator<(Entity,Entity)>.
|
|
||||||
// We materialise it into a list so the caller can iterate freely.
|
|
||||||
MethodInfo method = FindGenericMethod(nameof(World.Relations)).MakeGenericMethod(relationType);
|
|
||||||
// Returns a boxed ReverseSpanEnumerator; invoke MoveNext/Current via dynamic.
|
|
||||||
// Easiest: call via dynamic to avoid unsafe span-from-box issues.
|
|
||||||
dynamic enumerator = method.Invoke(world, null)!;
|
|
||||||
List<(Entity, Entity)> results = new();
|
|
||||||
while(enumerator.MoveNext())
|
|
||||||
results.Add(enumerator.Current);
|
|
||||||
return results;
|
|
||||||
}
|
|
||||||
|
|
||||||
private static ValueType WorldGetRelationData(World world, Entity a, Entity b, Type relationType) {
|
|
||||||
if(!GetRelationDataCache.TryGetValue(relationType, out Func<World, Entity, Entity, ValueType>? fn)) {
|
|
||||||
MethodInfo method = FindGenericMethod(nameof(World.GetRelationData)).MakeGenericMethod(relationType);
|
|
||||||
fn = (w, ea, eb) => (ValueType)method.Invoke(w, new object[] { ea, eb })!;
|
|
||||||
GetRelationDataCache[relationType] = fn;
|
|
||||||
}
|
|
||||||
return fn(world, a, b);
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void WorldRelate(World world, Entity a, Entity b, string typeName, ValueType value) {
|
|
||||||
if(!RelationRegistry.TryGetValue(typeName, out Type? relationType)) return;
|
|
||||||
|
|
||||||
if(!RelateCache.TryGetValue(relationType, out Action<World, Entity, Entity, ValueType>? fn)) {
|
|
||||||
MethodInfo method = FindGenericMethod(nameof(World.Relate)).MakeGenericMethod(relationType);
|
|
||||||
fn = (w, ea, eb, v) => method.Invoke(w, new object[] { ea, eb, v });
|
|
||||||
RelateCache[relationType] = fn;
|
|
||||||
}
|
|
||||||
fn(world, a, b, value);
|
|
||||||
}
|
|
||||||
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
// Utility
|
|
||||||
// -------------------------------------------------------------------------
|
|
||||||
|
|
||||||
private static MethodInfo FindGenericMethod(string name) {
|
|
||||||
foreach(MethodInfo m in typeof(World).GetMethods(BindingFlags.Public | BindingFlags.Instance)) {
|
|
||||||
if(m.Name == name && m.IsGenericMethodDefinition)
|
|
||||||
return m;
|
|
||||||
}
|
|
||||||
throw new InvalidOperationException($"Could not find generic method '{name}' on {nameof(World)}.");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
namespace Nerfed.Runtime.Scene;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Marks an unmanaged struct as a serializable scene relation kind.
|
|
||||||
/// Both endpoints and the data payload will be saved/loaded by the scene system.
|
|
||||||
/// The <see cref="Components.ChildParentRelation"/> hierarchy is handled separately via
|
|
||||||
/// <see cref="SceneEntityData.ParentId"/> and should NOT be marked with this attribute.
|
|
||||||
/// </summary>
|
|
||||||
[AttributeUsage(AttributeTargets.Struct, Inherited = false)]
|
|
||||||
public sealed class SceneRelationAttribute : Attribute { }
|
|
||||||
@@ -1,202 +0,0 @@
|
|||||||
using MoonTools.ECS;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System;
|
|
||||||
using System.Numerics;
|
|
||||||
using Nerfed.Runtime.Components;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Scene.Streaming;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Status of a chunk in the streaming system.
|
|
||||||
/// </summary>
|
|
||||||
public enum ChunkState
|
|
||||||
{
|
|
||||||
Unloaded,
|
|
||||||
Loading,
|
|
||||||
Loaded,
|
|
||||||
Unloading
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A system that manages spatial partitioning. It determines which chunks should be loaded based on observers.
|
|
||||||
/// </summary>
|
|
||||||
public class ChunkStreamingSystem : MoonTools.ECS.System
|
|
||||||
{
|
|
||||||
private readonly struct ChunkCoord : IEquatable<ChunkCoord>
|
|
||||||
{
|
|
||||||
public readonly int X;
|
|
||||||
public readonly int Y;
|
|
||||||
public readonly int Z;
|
|
||||||
|
|
||||||
// Pre-calculated on creation
|
|
||||||
public readonly long Id;
|
|
||||||
|
|
||||||
public ChunkCoord(int x, int y, int z)
|
|
||||||
{
|
|
||||||
X = x;
|
|
||||||
Y = y;
|
|
||||||
Z = z;
|
|
||||||
|
|
||||||
// We allocate 21 bits per axis (allowing ~2 million chunks positive and negative).
|
|
||||||
var hashX = (long)x & 0x1FFFFF;
|
|
||||||
var hashY = (long)y & 0x1FFFFF;
|
|
||||||
var hashZ = (long)z & 0x1FFFFF;
|
|
||||||
|
|
||||||
Id = hashX | (hashY << 21) | (hashZ << 42);
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool Equals(ChunkCoord other) => Id == other.Id;
|
|
||||||
public override bool Equals(object? obj) => obj is ChunkCoord other && Equals(other);
|
|
||||||
public override int GetHashCode() => Id.GetHashCode();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Configurable size of a chunk in world coordinates.
|
|
||||||
public float ChunkSize { get; set; } = 64f;
|
|
||||||
|
|
||||||
private readonly Filter _observerFilter;
|
|
||||||
private readonly Filter _chunkMemberFilter;
|
|
||||||
private readonly Filter _unloadedFilter;
|
|
||||||
|
|
||||||
// Active loaded/loading chunks
|
|
||||||
private readonly Dictionary<ChunkCoord, ChunkState> _activeChunks = new();
|
|
||||||
|
|
||||||
// Queue of chunks waiting to be loaded
|
|
||||||
private readonly Queue<ChunkCoord> _pendingLoads = new();
|
|
||||||
|
|
||||||
// Queue of chunks waiting to be completely tagged for unloading
|
|
||||||
private readonly Queue<ChunkCoord> _pendingUnloads = new();
|
|
||||||
|
|
||||||
public ChunkStreamingSystem(World world) : base(world)
|
|
||||||
{
|
|
||||||
_observerFilter = FilterBuilder
|
|
||||||
.Include<ChunkObserverComponent>()
|
|
||||||
.Include<LocalToWorld>() // Needs a world position
|
|
||||||
.Exclude<ChunkUnloadPendingTag>() // Ignore dying observers
|
|
||||||
.Build();
|
|
||||||
|
|
||||||
_chunkMemberFilter = FilterBuilder
|
|
||||||
.Include<ChunkMemberComponent>()
|
|
||||||
.Exclude<ChunkUnloadPendingTag>() // Ignore entities already marked for death
|
|
||||||
.Build();
|
|
||||||
|
|
||||||
_unloadedFilter = FilterBuilder
|
|
||||||
.Include<ChunkUnloadPendingTag>()
|
|
||||||
.Build();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Update(TimeSpan delta)
|
|
||||||
{
|
|
||||||
var requiredChunks = new HashSet<ChunkCoord>();
|
|
||||||
|
|
||||||
// 1. Find all chunks that should be loaded based on observers
|
|
||||||
foreach (var observerEntity in _observerFilter.Entities)
|
|
||||||
{
|
|
||||||
var observer = Get<ChunkObserverComponent>(observerEntity);
|
|
||||||
var transform = Get<LocalToWorld>(observerEntity);
|
|
||||||
|
|
||||||
// Convert world pos to grid coordinates
|
|
||||||
var worldPos = transform.localToWorldMatrix.Translation;
|
|
||||||
var centerChunk = GetChunkCoord(worldPos);
|
|
||||||
|
|
||||||
// Determine chunk radius based on observer radius and chunk size
|
|
||||||
int chunkRadius = (int)MathF.Ceiling(observer.ViewRadius / ChunkSize);
|
|
||||||
|
|
||||||
for (int x = -chunkRadius; x <= chunkRadius; x++)
|
|
||||||
{
|
|
||||||
for (int y = -chunkRadius; y <= chunkRadius; y++)
|
|
||||||
{
|
|
||||||
for (int z = -chunkRadius; z <= chunkRadius; z++)
|
|
||||||
{
|
|
||||||
var coord = new ChunkCoord(centerChunk.X + x, centerChunk.Y + y, centerChunk.Z + z);
|
|
||||||
requiredChunks.Add(coord);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 2. Unload chunks that are active but no longer required
|
|
||||||
var chunksToUnload = new List<ChunkCoord>();
|
|
||||||
foreach (var activeChunk in _activeChunks.Keys)
|
|
||||||
{
|
|
||||||
if (!requiredChunks.Contains(activeChunk) && _activeChunks[activeChunk] != ChunkState.Unloading)
|
|
||||||
{
|
|
||||||
chunksToUnload.Add(activeChunk);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (var coord in chunksToUnload)
|
|
||||||
{
|
|
||||||
_activeChunks[coord] = ChunkState.Unloading;
|
|
||||||
_pendingUnloads.Enqueue(coord);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 3. Queue newly required chunks
|
|
||||||
foreach (var coord in requiredChunks)
|
|
||||||
{
|
|
||||||
if (!_activeChunks.ContainsKey(coord))
|
|
||||||
{
|
|
||||||
// Mark as unloaded so we don't queue it multiple times
|
|
||||||
_activeChunks[coord] = ChunkState.Unloaded;
|
|
||||||
_pendingLoads.Enqueue(coord);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 4. Process only ONE chunk load per frame to prevent stuttering
|
|
||||||
if (_pendingLoads.Count > 0)
|
|
||||||
{
|
|
||||||
var chunkToLoad = _pendingLoads.Dequeue();
|
|
||||||
// Double check it wasn't unloaded before we got around to loading it
|
|
||||||
if (_activeChunks.TryGetValue(chunkToLoad, out var state) && state == ChunkState.Unloaded)
|
|
||||||
{
|
|
||||||
LoadChunk(chunkToLoad);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 5. Process only ONE chunk unload tagging per frame
|
|
||||||
if (_pendingUnloads.Count > 0)
|
|
||||||
{
|
|
||||||
var chunkToUnload = _pendingUnloads.Dequeue();
|
|
||||||
UnloadChunk(chunkToUnload);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private ChunkCoord GetChunkCoord(Vector3 worldPos)
|
|
||||||
{
|
|
||||||
return new ChunkCoord(
|
|
||||||
(int)MathF.Floor(worldPos.X / ChunkSize),
|
|
||||||
(int)MathF.Floor(worldPos.Y / ChunkSize),
|
|
||||||
(int)MathF.Floor(worldPos.Z / ChunkSize)
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void LoadChunk(ChunkCoord coord)
|
|
||||||
{
|
|
||||||
_activeChunks[coord] = ChunkState.Loading;
|
|
||||||
|
|
||||||
// TODO: In a real system, you'd queue async I/O here to read SceneData for this chunk
|
|
||||||
// and spawn the entities. Once they are all spawned, set state to Loaded.
|
|
||||||
|
|
||||||
// For demonstration, immediately set to loaded.
|
|
||||||
_activeChunks[coord] = ChunkState.Loaded;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UnloadChunk(ChunkCoord coord)
|
|
||||||
{
|
|
||||||
// Instead of destroying everything instantly, we tag the entities as 'Unloaded'
|
|
||||||
// so that they stop participating in rendering/gameplay, and get destroyed slowly
|
|
||||||
// by the ChunkTeardownSystem.
|
|
||||||
long coordId = coord.Id;
|
|
||||||
foreach (var entity in _chunkMemberFilter.Entities)
|
|
||||||
{
|
|
||||||
var chunkMember = Get<ChunkMemberComponent>(entity);
|
|
||||||
if (chunkMember.ChunkId == coordId)
|
|
||||||
{
|
|
||||||
Set(entity, new ChunkUnloadPendingTag());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Immediately remove it from the required grid so it can be re-loaded
|
|
||||||
// if the player turns around quickly, while older entities are just garbage collected.
|
|
||||||
_activeChunks.Remove(coord);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,35 +0,0 @@
|
|||||||
using MoonTools.ECS;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Scene.Streaming;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A centralized cleanup system for slowly destroying chunk entities to avoid frame stutters.
|
|
||||||
/// </summary>
|
|
||||||
public class ChunkTeardownSystem : MoonTools.ECS.System
|
|
||||||
{
|
|
||||||
private readonly Filter _unloadedFilter;
|
|
||||||
|
|
||||||
// Adjustable limit to prevent massive stutters when unloading chunks.
|
|
||||||
public int MaxEntitiesToDestroyPerFrame { get; set; } = 250;
|
|
||||||
|
|
||||||
public ChunkTeardownSystem(World world) : base(world)
|
|
||||||
{
|
|
||||||
_unloadedFilter = FilterBuilder
|
|
||||||
.Include<ChunkUnloadPendingTag>()
|
|
||||||
.Build();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Update(TimeSpan delta)
|
|
||||||
{
|
|
||||||
int destroyed = 0;
|
|
||||||
|
|
||||||
foreach (var entity in _unloadedFilter.Entities)
|
|
||||||
{
|
|
||||||
if (destroyed >= MaxEntitiesToDestroyPerFrame) break;
|
|
||||||
|
|
||||||
Destroy(entity);
|
|
||||||
destroyed++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,28 +0,0 @@
|
|||||||
using MoonTools.ECS;
|
|
||||||
using System.Numerics;
|
|
||||||
|
|
||||||
namespace Nerfed.Runtime.Scene.Streaming;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Marks an entity as a streaming observer (e.g. the player camera) that causes chunks
|
|
||||||
/// to be loaded around it.
|
|
||||||
/// </summary>
|
|
||||||
public struct ChunkObserverComponent
|
|
||||||
{
|
|
||||||
public float ViewRadius;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Tags an entity as belonging to a specific chunk, allowing it to be unloaded when the chunk is out of range.
|
|
||||||
/// </summary>
|
|
||||||
public struct ChunkMemberComponent
|
|
||||||
{
|
|
||||||
// A 64-bit spatial hash combining the X, Y, and Z coordinates.
|
|
||||||
public long ChunkId;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Added to entities that belong to a chunk that has been unloaded.
|
|
||||||
/// A dedicated system will process and destroy these slowly over multiple frames.
|
|
||||||
/// </summary>
|
|
||||||
public struct ChunkUnloadPendingTag { }
|
|
||||||
@@ -1,8 +1,6 @@
|
|||||||
using MoonTools.ECS;
|
using MoonTools.ECS;
|
||||||
using Nerfed.Runtime.Components;
|
using Nerfed.Runtime.Components;
|
||||||
using Nerfed.Runtime.Util;
|
using Nerfed.Runtime.Util;
|
||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Numerics;
|
using System.Numerics;
|
||||||
|
|
||||||
// TODO:
|
// TODO:
|
||||||
@@ -17,19 +15,10 @@ namespace Nerfed.Runtime.Systems
|
|||||||
{
|
{
|
||||||
public class LocalToWorldSystem : MoonTools.ECS.System
|
public class LocalToWorldSystem : MoonTools.ECS.System
|
||||||
{
|
{
|
||||||
public override IReadOnlySet<Type> ReadsComponents { get; } = new HashSet<Type> { typeof(LocalTransform) };
|
private readonly bool useParallelFor = true; // When having a low amount of transforms or when in debug mode this might be slower.
|
||||||
public override IReadOnlySet<Type> WritesComponents { get; } = new HashSet<Type> { typeof(LocalToWorld) };
|
|
||||||
|
|
||||||
private readonly bool useParallelFor = true;
|
|
||||||
private const int ParallelForMinCount = 32; // Below this, parallel overhead costs more than it saves.
|
|
||||||
private static readonly System.Threading.Tasks.ParallelOptions ParallelOptions = new()
|
|
||||||
{
|
|
||||||
MaxDegreeOfParallelism = Environment.ProcessorCount
|
|
||||||
};
|
|
||||||
private readonly Filter rootEntitiesFilter;
|
private readonly Filter rootEntitiesFilter;
|
||||||
private readonly Filter entitiesWithoutLocalToWorldFilter;
|
private readonly Filter entitiesWithoutLocalToWorldFilter;
|
||||||
private readonly Action<int> updateWorldTransform;
|
private readonly Action<int> updateWorldTransform;
|
||||||
private ParallelWriter<LocalToWorld> _parallelWriter;
|
|
||||||
|
|
||||||
public LocalToWorldSystem(World world) : base(world)
|
public LocalToWorldSystem(World world) : base(world)
|
||||||
{
|
{
|
||||||
@@ -50,64 +39,50 @@ namespace Nerfed.Runtime.Systems
|
|||||||
|
|
||||||
if (useParallelFor)
|
if (useParallelFor)
|
||||||
{
|
{
|
||||||
|
Profiler.BeginSample("ParallelFor.LocalToWorldCheck");
|
||||||
// This check is needed because some entities might not have a LocalToWorld component yet.
|
// This check is needed because some entities might not have a LocalToWorld component yet.
|
||||||
// Adding this during the loop will break.
|
// Adding this during the loop will break.
|
||||||
Profiler.BeginSample("ParallelFor.LocalToWorldCheck");
|
|
||||||
foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities) {
|
foreach (Entity entity in entitiesWithoutLocalToWorldFilter.Entities) {
|
||||||
Set(entity, new LocalToWorld(Matrix4x4.Identity));
|
Set(entity, new LocalToWorld(Matrix4x4.Identity));
|
||||||
}
|
}
|
||||||
Profiler.EndSample();
|
Profiler.EndSample();
|
||||||
|
|
||||||
// Acquire a ParallelWriter AFTER pre-allocation — all entities now have LocalToWorld.
|
|
||||||
// This writer only permits updating existing values; no structural mutations allowed.
|
|
||||||
_parallelWriter = World.GetParallelWriter<LocalToWorld>();
|
|
||||||
|
|
||||||
Profiler.BeginSample("ParallelFor.LocalToWorldUpdate");
|
Profiler.BeginSample("ParallelFor.LocalToWorldUpdate");
|
||||||
if (rootEntitiesFilter.Count >= ParallelForMinCount)
|
// This should only be used when the filter doesn't change by executing these functions!
|
||||||
{
|
// So no entity deletion or setting/removing of components used by the filters in this loop.
|
||||||
Parallel.For(0, rootEntitiesFilter.Count, ParallelOptions, updateWorldTransform);
|
Parallel.For(0, rootEntitiesFilter.Count, updateWorldTransform);
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Not enough work to justify thread overhead — run serially.
|
|
||||||
for (int i = 0; i < rootEntitiesFilter.Count; i++)
|
|
||||||
{
|
|
||||||
updateWorldTransform(i);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Profiler.EndSample();
|
Profiler.EndSample();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
foreach (Entity entity in rootEntitiesFilter.Entities)
|
foreach (Entity entity in rootEntitiesFilter.Entities)
|
||||||
{
|
{
|
||||||
// Profiler.BeginSample("UpdateWorldTransform");
|
Profiler.BeginSample("UpdateWorldTransform");
|
||||||
UpdateWorldTransform(entity, Matrix4x4.Identity);
|
UpdateWorldTransform(entity, Matrix4x4.Identity);
|
||||||
// Profiler.EndSample();
|
Profiler.EndSample();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateWorldTransformByIndex(int entityFilterIndex)
|
private void UpdateWorldTransformByIndex(int entityFilterIndex)
|
||||||
{
|
{
|
||||||
// Profiler.BeginSample("UpdateWorldTransformByIndex");
|
Profiler.BeginSample("UpdateWorldTransformByIndex");
|
||||||
Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
|
Entity entity = rootEntitiesFilter.NthEntity(entityFilterIndex);
|
||||||
UpdateWorldTransform(entity, Matrix4x4.Identity);
|
UpdateWorldTransform(entity, Matrix4x4.Identity);
|
||||||
// Profiler.EndSample();
|
Profiler.EndSample();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateWorldTransform(in Entity entity, Matrix4x4 localToWorldMatrix)
|
private void UpdateWorldTransform(in 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))
|
if (Has<LocalTransform>(entity))
|
||||||
{
|
{
|
||||||
LocalTransform localTransform = Get<LocalTransform>(entity);
|
LocalTransform localTransform = Get<LocalTransform>(entity);
|
||||||
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
|
localToWorldMatrix = Matrix4x4.Multiply(localToWorldMatrix, localTransform.TRS());
|
||||||
LocalToWorld localToWorld = new(localToWorldMatrix);
|
LocalToWorld localToWorld = new(localToWorldMatrix);
|
||||||
|
Set(entity, localToWorld);
|
||||||
if (useParallelFor)
|
|
||||||
_parallelWriter.Set(entity, localToWorld); // thread-safe: direct write, no structural mutation
|
|
||||||
else
|
|
||||||
Set(entity, localToWorld);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
|
ReverseSpanEnumerator<Entity> childEntities = World.InRelations<ChildParentRelation>(entity);
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ namespace Nerfed.Runtime;
|
|||||||
public class BoundedQueue<T> : IEnumerable<T>, ICollection, IReadOnlyCollection<T>
|
public class BoundedQueue<T> : IEnumerable<T>, ICollection, IReadOnlyCollection<T>
|
||||||
{
|
{
|
||||||
private readonly Queue<T> queue = null;
|
private readonly Queue<T> queue = null;
|
||||||
|
private readonly object syncLock = new object();
|
||||||
private readonly int maxSize = 10;
|
private readonly int maxSize = 10;
|
||||||
private T lastAddedElement;
|
private T lastAddedElement;
|
||||||
|
|
||||||
@@ -16,58 +17,129 @@ public class BoundedQueue<T> : IEnumerable<T>, ICollection, IReadOnlyCollection<
|
|||||||
|
|
||||||
public void Enqueue(T item)
|
public void Enqueue(T item)
|
||||||
{
|
{
|
||||||
queue.Enqueue(item);
|
Enqueue(item, out _);
|
||||||
if (queue.Count > maxSize)
|
}
|
||||||
{
|
|
||||||
queue.Dequeue(); // Remove the oldest element
|
|
||||||
}
|
|
||||||
|
|
||||||
lastAddedElement = item;
|
public bool Enqueue(T item, out T evictedItem)
|
||||||
|
{
|
||||||
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
queue.Enqueue(item);
|
||||||
|
if (queue.Count > maxSize)
|
||||||
|
{
|
||||||
|
evictedItem = queue.Dequeue();
|
||||||
|
lastAddedElement = item;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
evictedItem = default;
|
||||||
|
lastAddedElement = item;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public T Dequeue()
|
public T Dequeue()
|
||||||
{
|
{
|
||||||
return queue.Dequeue();
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
return queue.Dequeue();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public T Peek()
|
public T Peek()
|
||||||
{
|
{
|
||||||
return queue.Peek();
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
return queue.Peek();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public T LastAddedElement()
|
public T LastAddedElement()
|
||||||
{
|
{
|
||||||
return lastAddedElement;
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
return lastAddedElement;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Clear()
|
public void Clear()
|
||||||
{
|
{
|
||||||
queue.Clear();
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
queue.Clear();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public bool Contains(T item)
|
public bool Contains(T item)
|
||||||
{
|
{
|
||||||
return queue.Contains(item);
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
return queue.Contains(item);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Iterates the internal Queue<T> directly (struct enumerator, no allocation) under the lock.
|
||||||
|
public int CopyTo(List<T> destination)
|
||||||
|
{
|
||||||
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
destination.Clear();
|
||||||
|
foreach (T item in queue)
|
||||||
|
{
|
||||||
|
destination.Add(item);
|
||||||
|
}
|
||||||
|
|
||||||
|
return destination.Count;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public IEnumerator<T> GetEnumerator()
|
public IEnumerator<T> GetEnumerator()
|
||||||
{
|
{
|
||||||
return queue.GetEnumerator();
|
T[] snapshot;
|
||||||
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
snapshot = queue.ToArray();
|
||||||
|
}
|
||||||
|
|
||||||
|
return ((IEnumerable<T>)snapshot).GetEnumerator();
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator IEnumerable.GetEnumerator()
|
IEnumerator IEnumerable.GetEnumerator()
|
||||||
{
|
{
|
||||||
return queue.GetEnumerator();
|
return GetEnumerator();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void CopyTo(Array array, int index)
|
public void CopyTo(Array array, int index)
|
||||||
{
|
{
|
||||||
((ICollection)queue).CopyTo(array, index);
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
((ICollection)queue).CopyTo(array, index);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public int Count
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
return queue.Count;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public int Count => queue.Count;
|
|
||||||
public int Capacity => maxSize;
|
public int Capacity => maxSize;
|
||||||
public bool IsSynchronized => ((ICollection)queue).IsSynchronized;
|
public bool IsSynchronized => true;
|
||||||
public object SyncRoot => ((ICollection)queue).SyncRoot;
|
public object SyncRoot => syncLock;
|
||||||
int IReadOnlyCollection<T>.Count => queue.Count;
|
|
||||||
|
int IReadOnlyCollection<T>.Count
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
lock (syncLock)
|
||||||
|
{
|
||||||
|
return queue.Count;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user