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Diffstat (limited to 'intern/cycles/util/profiling.cpp')
-rw-r--r--intern/cycles/util/profiling.cpp174
1 files changed, 174 insertions, 0 deletions
diff --git a/intern/cycles/util/profiling.cpp b/intern/cycles/util/profiling.cpp
new file mode 100644
index 00000000000..55b35b7320f
--- /dev/null
+++ b/intern/cycles/util/profiling.cpp
@@ -0,0 +1,174 @@
+/*
+ * Copyright 2011-2018 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "util/profiling.h"
+#include "util/algorithm.h"
+#include "util/foreach.h"
+#include "util/set.h"
+
+CCL_NAMESPACE_BEGIN
+
+Profiler::Profiler() : do_stop_worker(true), worker(NULL)
+{
+}
+
+Profiler::~Profiler()
+{
+ assert(worker == NULL);
+}
+
+void Profiler::run()
+{
+ uint64_t updates = 0;
+ auto start_time = std::chrono::system_clock::now();
+ while (!do_stop_worker) {
+ thread_scoped_lock lock(mutex);
+ foreach (ProfilingState *state, states) {
+ uint32_t cur_event = state->event;
+ int32_t cur_shader = state->shader;
+ int32_t cur_object = state->object;
+
+ /* The state reads/writes should be atomic, but just to be sure
+ * check the values for validity anyways. */
+ if (cur_event < PROFILING_NUM_EVENTS) {
+ event_samples[cur_event]++;
+ }
+
+ if (cur_shader >= 0 && cur_shader < shader_samples.size()) {
+ shader_samples[cur_shader]++;
+ }
+
+ if (cur_object >= 0 && cur_object < object_samples.size()) {
+ object_samples[cur_object]++;
+ }
+ }
+ lock.unlock();
+
+ /* Relative waits always overshoot a bit, so just waiting 1ms every
+ * time would cause the sampling to drift over time.
+ * By keeping track of the absolute time, the wait times correct themselves -
+ * if one wait overshoots a lot, the next one will be shorter to compensate. */
+ updates++;
+ std::this_thread::sleep_until(start_time + updates * std::chrono::milliseconds(1));
+ }
+}
+
+void Profiler::reset(int num_shaders, int num_objects)
+{
+ bool running = (worker != NULL);
+ if (running) {
+ stop();
+ }
+
+ /* Resize and clear the accumulation vectors. */
+ shader_hits.assign(num_shaders, 0);
+ object_hits.assign(num_objects, 0);
+
+ event_samples.assign(PROFILING_NUM_EVENTS, 0);
+ shader_samples.assign(num_shaders, 0);
+ object_samples.assign(num_objects, 0);
+
+ if (running) {
+ start();
+ }
+}
+
+void Profiler::start()
+{
+ assert(worker == NULL);
+ do_stop_worker = false;
+ worker = new thread(function_bind(&Profiler::run, this));
+}
+
+void Profiler::stop()
+{
+ if (worker != NULL) {
+ do_stop_worker = true;
+
+ worker->join();
+ delete worker;
+ worker = NULL;
+ }
+}
+
+void Profiler::add_state(ProfilingState *state)
+{
+ thread_scoped_lock lock(mutex);
+
+ /* Add the ProfilingState from the list of sampled states. */
+ assert(std::find(states.begin(), states.end(), state) == states.end());
+ states.push_back(state);
+
+ /* Resize thread-local hit counters. */
+ state->shader_hits.assign(shader_hits.size(), 0);
+ state->object_hits.assign(object_hits.size(), 0);
+
+ /* Initialize the state. */
+ state->event = PROFILING_UNKNOWN;
+ state->shader = -1;
+ state->object = -1;
+ state->active = true;
+}
+
+void Profiler::remove_state(ProfilingState *state)
+{
+ thread_scoped_lock lock(mutex);
+
+ /* Remove the ProfilingState from the list of sampled states. */
+ states.erase(std::remove(states.begin(), states.end(), state), states.end());
+ state->active = false;
+
+ /* Merge thread-local hit counters. */
+ assert(shader_hits.size() == state->shader_hits.size());
+ for (int i = 0; i < shader_hits.size(); i++) {
+ shader_hits[i] += state->shader_hits[i];
+ }
+
+ assert(object_hits.size() == state->object_hits.size());
+ for (int i = 0; i < object_hits.size(); i++) {
+ object_hits[i] += state->object_hits[i];
+ }
+}
+
+uint64_t Profiler::get_event(ProfilingEvent event)
+{
+ assert(worker == NULL);
+ return event_samples[event];
+}
+
+bool Profiler::get_shader(int shader, uint64_t &samples, uint64_t &hits)
+{
+ assert(worker == NULL);
+ if (shader_samples[shader] == 0) {
+ return false;
+ }
+ samples = shader_samples[shader];
+ hits = shader_hits[shader];
+ return true;
+}
+
+bool Profiler::get_object(int object, uint64_t &samples, uint64_t &hits)
+{
+ assert(worker == NULL);
+ if (object_samples[object] == 0) {
+ return false;
+ }
+ samples = object_samples[object];
+ hits = object_hits[object];
+ return true;
+}
+
+CCL_NAMESPACE_END