tharsis-prof 0.5.4

Frame profiler library for games

To use this package, put the following dependency into your project's dependencies section:


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</style> </head> <body> <div class="document" id="tharsis-prof"> <h1 class="title"></h1>

<img alt="" src="" /> <a class="reference external image-reference" href=""><img alt="" src="" /></a> <div class="section" id="introduction"> <h1>Introduction</h1> <p> is an open source <a class="reference external" href="">frame-based profiler</a> library for the D programming language. A frame-based profiler keeps track of overhead separately for individual frames in a game. This is useful to track down issues with inconsistent overhead (such as lag that appears only once in a few seconds) that are hard to detect with conventional profilers.</p> <p> is designed to be easy to use and lightweight. See the example below to get started.</p> <p>Note that this is still a <strong>work in progress</strong>. The API is not stable and there might be compatibility <strong>breaking changes</strong> in future.</p> </div> <div class="section" id="getting-started"> <h1>Getting started</h1> <p>Assuming you use <a class="reference external" href="">dub</a>, add this line:</p> <pre class="literal-block"> "": { "version" : "~>0.5.0" } </pre> <p>to the <tt class="docutils literal">"dependencies"</tt> in your project's <tt class="docutils literal">dub.json</tt>/<tt class="docutils literal">package.json</tt>.</p> <ul> <li><p class="first">Recording profiling data:</p> <pre class="code d literal-block"> <span class="keyword">import</span> <span class="name">tharsis</span><span class="punctuation">.</span><span class="name">prof</span><span class="punctuation">;</span>

<span class="comment single">// Get 2 MB more than the minimum (maxEventBytes). Could also use malloc() here. </span><span class="keyword type">ubyte</span><span class="punctuation">[]</span> <span class="name">storage</span> <span class="punctuation">=</span> <span class="keyword">new</span> <span class="keyword type">ubyte</span><span class="punctuation">[</span><span class="name">Profiler</span><span class="punctuation">.</span><span class="name">maxEventBytes</span> <span class="punctuation">+</span> <span class="literal number integer">1024</span> <span class="punctuation"></span> <span class="literal number integer">1024</span> <span class="punctuation"></span> <span class="literal number integer">2</span><span class="punctuation">];</span> <span class="comment single">// Could use std.typecons.scoped! to avoid GC here. </span><span class="keyword">auto</span> <span class="name">profiler</span> <span class="punctuation">=</span> <span class="keyword">new</span> <span class="name">Profiler</span><span class="punctuation">(</span><span class="name">storage</span><span class="punctuation">);</span>

<span class="keyword">while</span><span class="punctuation">(!

<span class="keyword">auto</span> <span class="name">frameZone</span> <span class="punctuation">=</span> <span class="name">Zone</span><span class="punctuation">(</span><span class="name">profiler</span><span class="punctuation">,</span> <span class="literal string">&quot;frame&quot;</span><span class="punctuation">);</span>
<span class="punctuation">{</span>
    <span class="keyword">auto</span> <span class="name">renderingZone</span> <span class="punctuation">=</span> <span class="name">Zone</span><span class="punctuation">(</span><span class="name">profiler</span><span class="punctuation">,</span> <span class="literal string">&quot;rendering&quot;</span><span class="punctuation">);</span>

    <span class="comment single">// do rendering here

</span> <span class="punctuation">}</span>

<span class="punctuation">{</span>
    <span class="keyword">auto</span> <span class="name">physicsZone</span> <span class="punctuation">=</span> <span class="name">Zone</span><span class="punctuation">(</span><span class="name">profiler</span><span class="punctuation">,</span> <span class="literal string">&quot;physics&quot;</span><span class="punctuation">);</span>

    <span class="comment single">// do physics here

</span> <span class="punctuation">}</span> <span class="punctuation">}</span> </pre> </li> <li><p class="first">Visualizing profiling data in real-time:</p> <p>See the <a class="reference external" href="">Despiker</a> project (<a class="reference external" href="">tutorial</a>).</p> </li> <li><p class="first">Processing profiling data in code:</p> <pre class="code d literal-block"> <span class="comment single">// Filter all instances of the "frame" zone </span><span class="keyword">auto</span> <span class="name">zones</span> <span class="punctuation">=</span> <span class="name">profiler</span><span class="punctuation">.</span><span class="name">profileData</span><span class="punctuation">.</span><span class="name">zoneRange</span><span class="punctuation">;</span> <span class="keyword">auto</span> <span class="name">frames</span> <span class="punctuation">=</span> <span class="name">zones</span><span class="punctuation">.</span><span class="name">filter</span><span class="punctuation">!(</span><span class="name">z</span> <span class="punctuation">=></span> <span class="name">z</span><span class="punctuation">.</span><span class="name">info</span> <span class="punctuation">==</span> <span class="literal string">"frame"</span><span class="punctuation">);</span>

<span class="comment single">// Sort the frames by duration from longest to shortest. </span><span class="keyword">import</span> <span class="name">std</span><span class="punctuation">.</span><span class="name">container</span><span class="punctuation">;</span> <span class="comment single">// Builds an RAII array containing zones from frames. We need an array as we need // random access to sort the zones (ZoneRange generates ZoneData on-the-fly as it // processes profiling data, so it has no random access). </span><span class="keyword">auto</span> <span class="name">frameArray</span> <span class="punctuation">=</span> <span class="name">Array</span><span class="punctuation">!

<span class="keyword">import</span> <span class="name">std</span><span class="punctuation">.</span><span class="name">stdio</span><span class="punctuation">;</span> <span class="comment single">// Print the 4 longest frames. </span><span class="keyword">foreach</span><span class="punctuation">(</span><span class="name">frame</span><span class="punctuation">;</span> <span class="name">frameArray</span><span class="punctuation">[</span><span class="literal number integer">0</span> <span class="punctuation">..</span> <span class="literal number integer">4</span><span class="punctuation">])</span> <span class="punctuation">{</span>

<span class="comment single">// In hectonanoseconds (tenths of microsecond)

</span> <span class="name">writeln</span><span class="punctuation">(</span><span class="name">frame</span><span class="punctuation">.</span><span class="name">duration</span><span class="punctuation">);</span> <span class="punctuation">}</span>

<span class="comment single">// Print details about all zones in the worst frame. </span><span class="keyword">auto</span> <span class="name">worst</span> <span class="punctuation">=</span> <span class="name">frameArray</span><span class="punctuation">[</span><span class="literal number integer">0</span><span class="punctuation">];</span> <span class="keyword">foreach</span><span class="punctuation">(</span><span class="name">zone</span><span class="punctuation">;</span> <span class="name">zones</span><span class="punctuation">.</span><span class="name">filter</span><span class="punctuation">!(</span><span class="name">z</span> <span class="punctuation">=></span> <span class="name">z</span><span class="punctuation">.</span><span class="name">startTime</span> <span class="punctuation">>=</span> <span class="name">worst</span><span class="punctuation">.</span><span class="name">startTime</span> <span class="punctuation">&&</span> <span class="name">z</span><span class="punctuation">.</span><span class="name">endTime</span> <span class="punctuation"><=</span> <span class="name">worst</span><span class="punctuation">.</span><span class="name">endTime</span><span class="punctuation">))</span> <span class="punctuation">{</span>

<span class="name">writefln</span><span class="punctuation">(</span><span class="literal string">&quot;%s: %s hnsecs from %s to %s&quot;</span><span class="punctuation">,</span>
         <span class="name">zone</span><span class="punctuation">.</span><span class="name">info</span><span class="punctuation">,</span> <span class="name">zone</span><span class="punctuation">.</span><span class="name">duration</span><span class="punctuation">,</span> <span class="name">zone</span><span class="punctuation">.</span><span class="name">startTime</span><span class="punctuation">,</span> <span class="name">zone</span><span class="punctuation">.</span><span class="name">endTime</span><span class="punctuation">);</span>

<span class="punctuation">}</span> </pre> </li> </ul> <p>For detailed documentation with more specific code examples, see the <a class="reference external" href="">documentation</a>.</p> </div> <div class="section" id="features"> <h1>Features</h1> <ul class="simple"> <li>Easy to use, RAII-style API for recording profiling data.</li> <li>Can be used together with <a class="reference external" href="">Despiker</a> to visually profile a game in real time (<a class="reference external" href="">tutorial</a>).</li> <li>Detailed <a class="reference external" href="">API documentation</a> (on <a class="reference external" href=""></a>) with code examples.</li> <li>Profile data can be analyzed in real time within a game (between frames, or top-level zones)</li> <li><a class="reference external" href="">Range-based API</a> for analyzing profile data; works with <tt class="docutils literal">std.algorithm</tt> and other Phobos modules.</li> <li>No GC usage and no internal heap allocations (user must provide memory explicitly), except for exception handling if sending data to <a class="reference external" href="">Despiker</a></li> <li>Designed to use as little memory as possible in heavy workloads (but it can still use quite a lot). <em>Memory usage in light workloads has been improved</em>.</li> <li>Uses high-precision clocks (hectonanosecond - tenth of microsecond - precision).</li> <li>Can be used to record variable values (e.g. FPS) over time.</li> </ul> </div> <div class="section" id="directory-structure"> <h1>Directory structure</h1> <table border="1" class="docutils"> <colgroup> <col width="17%" /> <col width="83%" /> </colgroup> <thead valign="bottom"> <tr><th class="head">Directory</th> <th class="head">Contents</th> </tr> </thead> <tbody valign="top"> <tr><td><tt class="docutils literal">./</tt></td> <td>This README, auxiliary files.</td> </tr> <tr><td><tt class="docutils literal">./doc</tt></td> <td>Documentation.</td> </tr> <tr><td><tt class="docutils literal">./source</tt></td> <td>Source code.</td> </tr> </tbody> </table> </div> <div class="section" id="license"> <h1>License</h1> <p> is released under the terms of the <a class="reference external" href="">Boost Software License 1.0</a>. This license allows you to use the source code in your own projects, open source or proprietary, and to modify it to suit your needs. However, in source distributions, you have to preserve the license headers in the source code and the accompanying license file.</p> <p>Full text of the license can be found in file <tt class="docutils literal">LICENSE10.txt</tt> and is also displayed here:</p> <pre class="literal-block"> Boost Software License - Version 1.0 - August 17th, 2003

Permission is hereby granted, free of charge, to any person or organization obtaining a copy of the software and accompanying documentation covered by this license (the "Software") to use, reproduce, display, distribute, execute, and transmit the Software, and to prepare derivative works of the Software, and to permit third-parties to whom the Software is furnished to do so, all subject to the following:

The copyright notices in the Software and this entire statement, including the above license grant, this restriction and the following disclaimer, must be included in all copies of the Software, in whole or in part, and all derivative works of the Software, unless such copies or derivative works are solely in the form of machine-executable object code generated by a source language processor.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. </pre> </div> <div class="section" id="credits"> <h1>Credits</h1> <p> was created by Ferdinand Majerech aka Kiith-Sa kiithsacmp[AT] .</p> <p> was made with Vim and DMD on Linux Mint as a frame profiling library for the <a class="reference external" href="">D programming language</a>. See more D libraries and projects at <a class="reference external" href=""></a>.</p> </div> </div> </body> </html>

  • Ferdinand Majerech
0.5.4 2015-Aug-23
0.5.3 2015-Jun-03
0.5.2 2014-Nov-30
0.5.1 2014-Nov-29
0.5.0 2014-Nov-28
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