Built in profiling (#567)

* Profiler initial setup

* Capture actual timing data

* Profiling data dumped to file on close

* Support for multiple sessions under the same name

* Service profiling

* Sort output for easier read

* csv output

* Split session into 2 seperate values

* Refactor name to category

* Basic profiling window dummy. Toggle with F1 or set key with config
No actual data displayed yet, just a pretty triangle

* Simple font rendering

* Display some actual timing data

* Fix font bearing being ignored

* x bearing and advance. Fixed y bearing calc

* Different coloured lines to make reading easier

* Scrolling

* Multiple columns for name

* Column titles

* display in ms rather than ticks

* Bars to display times

* Sortable columns

* Regex filtering

* Better instant timing calculation
Fixed minor regex bug

* Better filtering
Better max value calculation
Skip some rendering to reduce profiler weight

* Variable update rate

* Show/hide inactive button
Some other touchups

* Add missing project reference

* Hide inactive and pause

* Fix viewport errors

* Update initial window position

* Variable name cleanup

* Disable timing dump by default

* Internal Profile refactor and cleanup

* Timing info cleanup

* Profile config cleanup

* Settings cleanup

* Button refactor

* Profile refactor

* Profile window cleanup

* Window manager refactor

* Font service cleanup

* Fixed bug in profiling method where method was called twice without profiling enabled

* Allow update rates of less than 1hz

* Stop using window.run because it's apparently not great for performance.
Some other performance things, should only draw a new frame when something has changed

* Improved time tracking to keep history

* Profile window was getting too long so I added regions and split bar rendering out into partial class

* Dummy graph view with button to toggle

* Realtime graphing initial commit

* Display totals on new bar

* Simple zooming support with arrow keys

* Limit graph zoom and label start and stop

* Added support for timing flags

* Stop data running away when paused and frame updated

* Manual step button

* Update at when flag issued (ie every frame)

* Removed useless finish profiling call

* Enable and disable profiling at compile time.

* Better plage for frame swap flag, also kept enough flags to cover larger time spans

* No more stopwatches created, uses PerformanceCounter now

* public and internal fields to props

* Move visible update to update rather than draw as it causes a lockup if called from draw
Also added profile window disposal so closing main window closes profiler too

* Fixed optimization settings for profiled builds

* Appveyer script guess to add profiling builds

* Quotes

* 1 less quote

* Maybe escape space?

* Specify config

* Different approach

* Fix file paths

* Fix another path

* Better artifact naming

* Missing -

* test  string

* Removed for, to test

* readd for

* moved dashes around so artifacts can begin with letters

* quote env vars

* martix

* Removed configs

* Much more efficient capture, ConcurrentDictionary was causing too much overhead

* Skip repeating pixels during draw

* Stop ram usage getting too high. Compensating for cleanup doing more now

* Profile CPU, execute skipped because it's just too much work

* Fixed bug with skipping draws. Furthest needed to be reset every loop

* Less distracting colour for timing flags

* Removed profile method function. It just doesn't play nice with conditional compilation so best to remove it now before it's used a lot

* Null check for category, group and item

* Forgot to reset instant count/time

* Increment line when blank

* Fix threading conflict
Fixed instant count and time. Now accuratly represents the total time and count in the buffer

* Fixed bug in time rendering where times were being trimmed to an int.
Also added  microsecond/millisecond formatting to reduce the number of decimal places needed

* Support for multiple profiling levels

* Sometimes it would have to wait a long time for lock to clear so moved it to a tryenter and skip if already locked

* Dumb bug regarding clearing of timestamps. Start is already removed so no need to add it to the start

* Optimisations in drawing routine:
Only calculate bar top and bottom once per bar rather than once per timestamp
Pre-calculate the right side of the graph as it was being calculated multiple times per bar
Skip rendering timestamps that occupy the same pixel space now uses the raw timestamp to decide. While technically not as accurate it's much easier as the right side of the bar doesn't have to be calculated for a skipped timestamp

* Couple alignment changes

* Custom equals overload for profile config. The default implpmentation was just too slow

* Bump cleanup thread priority. It clears the timer queue so it need to be run frequently

* Fixed bug with scrolling caused by recent rendering optimisations. Simply forgot to increment the line index on a skipped line

* Stopped blocking memory disposal so much. Also parralised(?) cleanup call

* Uses Arial for font.

* Enable AA

* Inital seperated config support

* Fix profile input from keyboard

* Check toggle visible key from profiler

* Can't use conditional here as _profileWindow doesn't exist it non-profiling build

* Removed junk from merge in sln

* Fromatting cleanup for review

* Fiked small bug caused by race condition

* Added multiple flags with colours
Added way to set max flags

* Fixed flag times
Dispays time flags in window

* Colors for text frame times

* enable and disable flags button added
better fix for race crash

* Re factored npad out

* Explicitly specified type in foreach

* Removed extra line

* Added s to fix nit

* Comment to clarify default time

* Another s nit

* Ordering nit

* Uses Interlocked.Increment over lock

* Unindented #if's and #regions

* Comment to clarify these are indexes in the list

* Uses iequatable over override equals to avoid conversion and checks at runtime

* Removed no longer used variable
This commit is contained in:
BaronKiko 2019-04-26 05:53:10 +01:00 committed by jduncanator
parent 16de171c44
commit a07086c280
34 changed files with 2638 additions and 14 deletions

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using System;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using Ryujinx.Profiler.UI.SharpFontHelpers;
namespace Ryujinx.Profiler.UI
{
public class ProfileButton
{
// Store font service
private FontService _fontService;
// Layout information
private int _left, _right;
private int _bottom, _top;
private int _height;
private int _padding;
// Label information
private int _labelX, _labelY;
private string _label;
// Misc
private Action _clicked;
private bool _visible;
public ProfileButton(FontService fontService, Action clicked)
: this(fontService, clicked, 0, 0, 0, 0, 0)
{
_visible = false;
}
public ProfileButton(FontService fontService, Action clicked, int x, int y, int padding, int height, int width)
: this(fontService, "", clicked, x, y, padding, height, width)
{
_visible = false;
}
public ProfileButton(FontService fontService, string label, Action clicked, int x, int y, int padding, int height, int width = -1)
{
_fontService = fontService;
_clicked = clicked;
UpdateSize(label, x, y, padding, height, width);
}
public int UpdateSize(string label, int x, int y, int padding, int height, int width = -1)
{
_visible = true;
_label = label;
if (width == -1)
{
// Dummy draw to measure size
width = (int)_fontService.DrawText(label, 0, 0, height, false);
}
UpdateSize(x, y, padding, width, height);
return _right - _left;
}
public void UpdateSize(int x, int y, int padding, int width, int height)
{
_height = height;
_left = x;
_bottom = y;
_labelX = x + padding / 2;
_labelY = y + padding / 2;
_top = y + height + padding;
_right = x + width + padding;
}
public void Draw()
{
if (!_visible)
{
return;
}
// Draw backing rectangle
GL.Begin(PrimitiveType.Triangles);
GL.Color3(Color.Black);
GL.Vertex2(_left, _bottom);
GL.Vertex2(_left, _top);
GL.Vertex2(_right, _top);
GL.Vertex2(_right, _top);
GL.Vertex2(_right, _bottom);
GL.Vertex2(_left, _bottom);
GL.End();
// Use font service to draw label
_fontService.DrawText(_label, _labelX, _labelY, _height);
}
public bool ProcessClick(int x, int y)
{
// If button contains x, y
if (x > _left && x < _right &&
y > _bottom && y < _top)
{
_clicked();
return true;
}
return false;
}
}
}

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using System;
using System.Collections.Generic;
using System.Text;
namespace Ryujinx.Profiler.UI
{
public static class ProfileSorters
{
public class InstantAscending : IComparer<KeyValuePair<ProfileConfig, TimingInfo>>
{
public int Compare(KeyValuePair<ProfileConfig, TimingInfo> pair1, KeyValuePair<ProfileConfig, TimingInfo> pair2)
=> pair2.Value.Instant.CompareTo(pair1.Value.Instant);
}
public class AverageAscending : IComparer<KeyValuePair<ProfileConfig, TimingInfo>>
{
public int Compare(KeyValuePair<ProfileConfig, TimingInfo> pair1, KeyValuePair<ProfileConfig, TimingInfo> pair2)
=> pair2.Value.AverageTime.CompareTo(pair1.Value.AverageTime);
}
public class TotalAscending : IComparer<KeyValuePair<ProfileConfig, TimingInfo>>
{
public int Compare(KeyValuePair<ProfileConfig, TimingInfo> pair1, KeyValuePair<ProfileConfig, TimingInfo> pair2)
=> pair2.Value.TotalTime.CompareTo(pair1.Value.TotalTime);
}
public class TagAscending : IComparer<KeyValuePair<ProfileConfig, TimingInfo>>
{
public int Compare(KeyValuePair<ProfileConfig, TimingInfo> pair1, KeyValuePair<ProfileConfig, TimingInfo> pair2)
=> StringComparer.CurrentCulture.Compare(pair1.Key.Search, pair2.Key.Search);
}
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Text.RegularExpressions;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Input;
using Ryujinx.Common;
using Ryujinx.Profiler.UI.SharpFontHelpers;
namespace Ryujinx.Profiler.UI
{
public partial class ProfileWindow : GameWindow
{
// List all buttons for index in button array
private enum ButtonIndex
{
TagTitle = 0,
InstantTitle = 1,
AverageTitle = 2,
TotalTitle = 3,
FilterBar = 4,
ShowHideInactive = 5,
Pause = 6,
ChangeDisplay = 7,
// Don't automatically draw after here
ToggleFlags = 8,
Step = 9,
// Update this when new buttons are added.
// These are indexes to the enum list
Autodraw = 8,
Count = 10,
}
// Font service
private FontService _fontService;
// UI variables
private ProfileButton[] _buttons;
private bool _initComplete = false;
private bool _visible = true;
private bool _visibleChanged = true;
private bool _viewportUpdated = true;
private bool _redrawPending = true;
private bool _displayGraph = true;
private bool _displayFlags = true;
private bool _showInactive = true;
private bool _paused = false;
private bool _doStep = false;
// Layout
private const int LineHeight = 16;
private const int TitleHeight = 24;
private const int TitleFontHeight = 16;
private const int LinePadding = 2;
private const int ColumnSpacing = 15;
private const int FilterHeight = 24;
private const int BottomBarHeight = FilterHeight + LineHeight;
// Sorting
private List<KeyValuePair<ProfileConfig, TimingInfo>> _unsortedProfileData;
private IComparer<KeyValuePair<ProfileConfig, TimingInfo>> _sortAction = new ProfileSorters.TagAscending();
// Flag data
private long[] _timingFlagsAverages;
private long[] _timingFlagsLast;
// Filtering
private string _filterText = "";
private bool _regexEnabled = false;
// Scrolling
private float _scrollPos = 0;
private float _minScroll = 0;
private float _maxScroll = 0;
// Profile data storage
private List<KeyValuePair<ProfileConfig, TimingInfo>> _sortedProfileData;
private long _captureTime;
// Input
private bool _backspaceDown = false;
private bool _prevBackspaceDown = false;
private double _backspaceDownTime = 0;
// F35 used as no key
private Key _graphControlKey = Key.F35;
// Event management
private double _updateTimer;
private double _processEventTimer;
private bool _profileUpdated = false;
private readonly object _profileDataLock = new object();
public ProfileWindow()
// Graphigs mode enables 2xAA
: base(1280, 720, new GraphicsMode(new ColorFormat(8, 8, 8, 8), 1, 1, 2))
{
Title = "Profiler";
Location = new Point(DisplayDevice.Default.Width - 1280,
(DisplayDevice.Default.Height - 720) - 50);
if (Profile.UpdateRate <= 0)
{
// Perform step regardless of flag type
Profile.RegisterFlagReciever((t) =>
{
if (!_paused)
{
_doStep = true;
}
});
}
// Large number to force an update on first update
_updateTimer = 0xFFFF;
Init();
// Release context for render thread
Context.MakeCurrent(null);
}
public void ToggleVisible()
{
_visible = !_visible;
_visibleChanged = true;
}
private void SetSort(IComparer<KeyValuePair<ProfileConfig, TimingInfo>> filter)
{
_sortAction = filter;
_profileUpdated = true;
}
#region OnLoad
/// <summary>
/// Setup OpenGL and load resources
/// </summary>
public void Init()
{
GL.ClearColor(Color.Black);
_fontService = new FontService();
_fontService.InitalizeTextures();
_fontService.UpdateScreenHeight(Height);
_buttons = new ProfileButton[(int)ButtonIndex.Count];
_buttons[(int)ButtonIndex.TagTitle] = new ProfileButton(_fontService, () => SetSort(new ProfileSorters.TagAscending()));
_buttons[(int)ButtonIndex.InstantTitle] = new ProfileButton(_fontService, () => SetSort(new ProfileSorters.InstantAscending()));
_buttons[(int)ButtonIndex.AverageTitle] = new ProfileButton(_fontService, () => SetSort(new ProfileSorters.AverageAscending()));
_buttons[(int)ButtonIndex.TotalTitle] = new ProfileButton(_fontService, () => SetSort(new ProfileSorters.TotalAscending()));
_buttons[(int)ButtonIndex.Step] = new ProfileButton(_fontService, () => _doStep = true);
_buttons[(int)ButtonIndex.FilterBar] = new ProfileButton(_fontService, () =>
{
_profileUpdated = true;
_regexEnabled = !_regexEnabled;
});
_buttons[(int)ButtonIndex.ShowHideInactive] = new ProfileButton(_fontService, () =>
{
_profileUpdated = true;
_showInactive = !_showInactive;
});
_buttons[(int)ButtonIndex.Pause] = new ProfileButton(_fontService, () =>
{
_profileUpdated = true;
_paused = !_paused;
});
_buttons[(int)ButtonIndex.ToggleFlags] = new ProfileButton(_fontService, () =>
{
_displayFlags = !_displayFlags;
_redrawPending = true;
});
_buttons[(int)ButtonIndex.ChangeDisplay] = new ProfileButton(_fontService, () =>
{
_displayGraph = !_displayGraph;
_redrawPending = true;
});
Visible = _visible;
}
#endregion
#region OnResize
/// <summary>
/// Respond to resize events
/// </summary>
/// <param name="e">Contains information on the new GameWindow size.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
protected override void OnResize(EventArgs e)
{
_viewportUpdated = true;
}
#endregion
#region OnClose
/// <summary>
/// Intercept close event and hide instead
/// </summary>
protected override void OnClosing(CancelEventArgs e)
{
// Hide window
_visible = false;
_visibleChanged = true;
// Cancel close
e.Cancel = true;
base.OnClosing(e);
}
#endregion
#region OnUpdateFrame
/// <summary>
/// Profile Update Loop
/// </summary>
/// <param name="e">Contains timing information.</param>
/// <remarks>There is no need to call the base implementation.</remarks>
public void Update(FrameEventArgs e)
{
if (_visibleChanged)
{
Visible = _visible;
_visibleChanged = false;
}
// Backspace handling
if (_backspaceDown)
{
if (!_prevBackspaceDown)
{
_backspaceDownTime = 0;
FilterBackspace();
}
else
{
_backspaceDownTime += e.Time;
if (_backspaceDownTime > 0.3)
{
_backspaceDownTime -= 0.05;
FilterBackspace();
}
}
}
_prevBackspaceDown = _backspaceDown;
// Get timing data if enough time has passed
_updateTimer += e.Time;
if (_doStep || ((Profile.UpdateRate > 0) && (!_paused && (_updateTimer > Profile.UpdateRate))))
{
_updateTimer = 0;
_captureTime = PerformanceCounter.ElapsedTicks;
_timingFlags = Profile.GetTimingFlags();
_doStep = false;
_profileUpdated = true;
_unsortedProfileData = Profile.GetProfilingData();
(_timingFlagsAverages, _timingFlagsLast) = Profile.GetTimingAveragesAndLast();
}
// Filtering
if (_profileUpdated)
{
lock (_profileDataLock)
{
_sortedProfileData = _showInactive ? _unsortedProfileData : _unsortedProfileData.FindAll(kvp => kvp.Value.IsActive);
if (_sortAction != null)
{
_sortedProfileData.Sort(_sortAction);
}
if (_regexEnabled)
{
try
{
Regex filterRegex = new Regex(_filterText, RegexOptions.IgnoreCase);
if (_filterText != "")
{
_sortedProfileData = _sortedProfileData.Where((pair => filterRegex.IsMatch(pair.Key.Search))).ToList();
}
}
catch (ArgumentException argException)
{
// Skip filtering for invalid regex
}
}
else
{
// Regular filtering
_sortedProfileData = _sortedProfileData.Where((pair => pair.Key.Search.ToLower().Contains(_filterText.ToLower()))).ToList();
}
}
_profileUpdated = false;
_redrawPending = true;
_initComplete = true;
}
// Check for events 20 times a second
_processEventTimer += e.Time;
if (_processEventTimer > 0.05)
{
ProcessEvents();
if (_graphControlKey != Key.F35)
{
switch (_graphControlKey)
{
case Key.Left:
_graphPosition += (long) (GraphMoveSpeed * e.Time);
break;
case Key.Right:
_graphPosition = Math.Max(_graphPosition - (long) (GraphMoveSpeed * e.Time), 0);
break;
case Key.Up:
_graphZoom = MathF.Min(_graphZoom + (float) (GraphZoomSpeed * e.Time), 100.0f);
break;
case Key.Down:
_graphZoom = MathF.Max(_graphZoom - (float) (GraphZoomSpeed * e.Time), 1f);
break;
}
_redrawPending = true;
}
_processEventTimer = 0;
}
}
#endregion
#region OnRenderFrame
/// <summary>
/// Profile Render Loop
/// </summary>
/// <remarks>There is no need to call the base implementation.</remarks>
public void Draw()
{
if (!_visible || !_initComplete)
{
return;
}
// Update viewport
if (_viewportUpdated)
{
GL.Viewport(0, 0, Width, Height);
GL.MatrixMode(MatrixMode.Projection);
GL.LoadIdentity();
GL.Ortho(0, Width, 0, Height, 0.0, 4.0);
_fontService.UpdateScreenHeight(Height);
_viewportUpdated = false;
_redrawPending = true;
}
if (!_redrawPending)
{
return;
}
// Frame setup
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.ClearColor(Color.Black);
_fontService.fontColor = Color.White;
int verticalIndex = 0;
float width;
float maxWidth = 0;
float yOffset = _scrollPos - TitleHeight;
float xOffset = 10;
float timingDataLeft;
float timingWidth;
// Background lines to make reading easier
#region Background Lines
GL.Enable(EnableCap.ScissorTest);
GL.Scissor(0, BottomBarHeight, Width, Height - TitleHeight - BottomBarHeight);
GL.Begin(PrimitiveType.Triangles);
GL.Color3(0.2f, 0.2f, 0.2f);
for (int i = 0; i < _sortedProfileData.Count; i += 2)
{
float top = GetLineY(yOffset, LineHeight, LinePadding, false, i - 1);
float bottom = GetLineY(yOffset, LineHeight, LinePadding, false, i);
// Skip rendering out of bounds bars
if (top < 0 || bottom > Height)
continue;
GL.Vertex2(0, bottom);
GL.Vertex2(0, top);
GL.Vertex2(Width, top);
GL.Vertex2(Width, top);
GL.Vertex2(Width, bottom);
GL.Vertex2(0, bottom);
}
GL.End();
_maxScroll = (LineHeight + LinePadding) * (_sortedProfileData.Count - 1);
#endregion
lock (_profileDataLock)
{
// Display category
#region Category
verticalIndex = 0;
foreach (var entry in _sortedProfileData)
{
if (entry.Key.Category == null)
{
verticalIndex++;
continue;
}
float y = GetLineY(yOffset, LineHeight, LinePadding, true, verticalIndex++);
width = _fontService.DrawText(entry.Key.Category, xOffset, y, LineHeight);
if (width > maxWidth)
{
maxWidth = width;
}
}
GL.Disable(EnableCap.ScissorTest);
width = _fontService.DrawText("Category", xOffset, Height - TitleFontHeight, TitleFontHeight);
if (width > maxWidth)
maxWidth = width;
xOffset += maxWidth + ColumnSpacing;
#endregion
// Display session group
#region Session Group
maxWidth = 0;
verticalIndex = 0;
GL.Enable(EnableCap.ScissorTest);
foreach (var entry in _sortedProfileData)
{
if (entry.Key.SessionGroup == null)
{
verticalIndex++;
continue;
}
float y = GetLineY(yOffset, LineHeight, LinePadding, true, verticalIndex++);
width = _fontService.DrawText(entry.Key.SessionGroup, xOffset, y, LineHeight);
if (width > maxWidth)
{
maxWidth = width;
}
}
GL.Disable(EnableCap.ScissorTest);
width = _fontService.DrawText("Group", xOffset, Height - TitleFontHeight, TitleFontHeight);
if (width > maxWidth)
maxWidth = width;
xOffset += maxWidth + ColumnSpacing;
#endregion
// Display session item
#region Session Item
maxWidth = 0;
verticalIndex = 0;
GL.Enable(EnableCap.ScissorTest);
foreach (var entry in _sortedProfileData)
{
if (entry.Key.SessionItem == null)
{
verticalIndex++;
continue;
}
float y = GetLineY(yOffset, LineHeight, LinePadding, true, verticalIndex++);
width = _fontService.DrawText(entry.Key.SessionItem, xOffset, y, LineHeight);
if (width > maxWidth)
{
maxWidth = width;
}
}
GL.Disable(EnableCap.ScissorTest);
width = _fontService.DrawText("Item", xOffset, Height - TitleFontHeight, TitleFontHeight);
if (width > maxWidth)
maxWidth = width;
xOffset += maxWidth + ColumnSpacing;
_buttons[(int)ButtonIndex.TagTitle].UpdateSize(0, Height - TitleFontHeight, 0, (int)xOffset, TitleFontHeight);
#endregion
// Timing data
timingWidth = Width - xOffset - 370;
timingDataLeft = xOffset;
GL.Scissor((int)xOffset, BottomBarHeight, (int)timingWidth, Height - TitleHeight - BottomBarHeight);
if (_displayGraph)
{
DrawGraph(xOffset, yOffset, timingWidth);
}
else
{
DrawBars(xOffset, yOffset, timingWidth);
}
GL.Scissor(0, BottomBarHeight, Width, Height - TitleHeight - BottomBarHeight);
if (!_displayGraph)
{
_fontService.DrawText("Blue: Instant, Green: Avg, Red: Total", xOffset, Height - TitleFontHeight, TitleFontHeight);
}
xOffset = Width - 360;
// Display timestamps
#region Timestamps
verticalIndex = 0;
long totalInstant = 0;
long totalAverage = 0;
long totalTime = 0;
long totalCount = 0;
GL.Enable(EnableCap.ScissorTest);
foreach (var entry in _sortedProfileData)
{
float y = GetLineY(yOffset, LineHeight, LinePadding, true, verticalIndex++);
_fontService.DrawText($"{GetTimeString(entry.Value.Instant)} ({entry.Value.InstantCount})", xOffset, y, LineHeight);
_fontService.DrawText(GetTimeString(entry.Value.AverageTime), 150 + xOffset, y, LineHeight);
_fontService.DrawText(GetTimeString(entry.Value.TotalTime), 260 + xOffset, y, LineHeight);
totalInstant += entry.Value.Instant;
totalAverage += entry.Value.AverageTime;
totalTime += entry.Value.TotalTime;
totalCount += entry.Value.InstantCount;
}
GL.Disable(EnableCap.ScissorTest);
float yHeight = Height - TitleFontHeight;
_fontService.DrawText("Instant (Count)", xOffset, yHeight, TitleFontHeight);
_buttons[(int)ButtonIndex.InstantTitle].UpdateSize((int)xOffset, (int)yHeight, 0, 130, TitleFontHeight);
_fontService.DrawText("Average", 150 + xOffset, yHeight, TitleFontHeight);
_buttons[(int)ButtonIndex.AverageTitle].UpdateSize((int)(150 + xOffset), (int)yHeight, 0, 130, TitleFontHeight);
_fontService.DrawText("Total (ms)", 260 + xOffset, yHeight, TitleFontHeight);
_buttons[(int)ButtonIndex.TotalTitle].UpdateSize((int)(260 + xOffset), (int)yHeight, 0, Width, TitleFontHeight);
// Totals
yHeight = FilterHeight + 3;
int textHeight = LineHeight - 2;
_fontService.fontColor = new Color(100, 100, 255, 255);
float tempWidth = _fontService.DrawText($"Host {GetTimeString(_timingFlagsLast[(int)TimingFlagType.SystemFrame])} " +
$"({GetTimeString(_timingFlagsAverages[(int)TimingFlagType.SystemFrame])})", 5, yHeight, textHeight);
_fontService.fontColor = Color.Red;
_fontService.DrawText($"Game {GetTimeString(_timingFlagsLast[(int)TimingFlagType.FrameSwap])} " +
$"({GetTimeString(_timingFlagsAverages[(int)TimingFlagType.FrameSwap])})", 15 + tempWidth, yHeight, textHeight);
_fontService.fontColor = Color.White;
_fontService.DrawText($"{GetTimeString(totalInstant)} ({totalCount})", xOffset, yHeight, textHeight);
_fontService.DrawText(GetTimeString(totalAverage), 150 + xOffset, yHeight, textHeight);
_fontService.DrawText(GetTimeString(totalTime), 260 + xOffset, yHeight, textHeight);
#endregion
}
#region Bottom bar
// Show/Hide Inactive
float widthShowHideButton = _buttons[(int)ButtonIndex.ShowHideInactive].UpdateSize($"{(_showInactive ? "Hide" : "Show")} Inactive", 5, 5, 4, 16);
// Play/Pause
float widthPlayPauseButton = _buttons[(int)ButtonIndex.Pause].UpdateSize(_paused ? "Play" : "Pause", 15 + (int)widthShowHideButton, 5, 4, 16) + widthShowHideButton;
// Step
float widthStepButton = widthPlayPauseButton;
if (_paused)
{
widthStepButton += _buttons[(int)ButtonIndex.Step].UpdateSize("Step", (int)(25 + widthPlayPauseButton), 5, 4, 16) + 10;
_buttons[(int)ButtonIndex.Step].Draw();
}
// Change display
float widthChangeDisplay = _buttons[(int)ButtonIndex.ChangeDisplay].UpdateSize($"View: {(_displayGraph ? "Graph" : "Bars")}", 25 + (int)widthStepButton, 5, 4, 16) + widthStepButton;
width = widthChangeDisplay;
if (_displayGraph)
{
width += _buttons[(int) ButtonIndex.ToggleFlags].UpdateSize($"{(_displayFlags ? "Hide" : "Show")} Flags", 35 + (int)widthChangeDisplay, 5, 4, 16) + 10;
_buttons[(int)ButtonIndex.ToggleFlags].Draw();
}
// Filter bar
_fontService.DrawText($"{(_regexEnabled ? "Regex " : "Filter")}: {_filterText}", 35 + width, 7, 16);
_buttons[(int)ButtonIndex.FilterBar].UpdateSize((int)(45 + width), 0, 0, Width, FilterHeight);
#endregion
// Draw buttons
for (int i = 0; i < (int)ButtonIndex.Autodraw; i++)
{
_buttons[i].Draw();
}
// Dividing lines
#region Dividing lines
GL.Color3(Color.White);
GL.Begin(PrimitiveType.Lines);
// Top divider
GL.Vertex2(0, Height -TitleHeight);
GL.Vertex2(Width, Height - TitleHeight);
// Bottom divider
GL.Vertex2(0, FilterHeight);
GL.Vertex2(Width, FilterHeight);
GL.Vertex2(0, BottomBarHeight);
GL.Vertex2(Width, BottomBarHeight);
// Bottom vertical dividers
GL.Vertex2(widthShowHideButton + 10, 0);
GL.Vertex2(widthShowHideButton + 10, FilterHeight);
GL.Vertex2(widthPlayPauseButton + 20, 0);
GL.Vertex2(widthPlayPauseButton + 20, FilterHeight);
if (_paused)
{
GL.Vertex2(widthStepButton + 20, 0);
GL.Vertex2(widthStepButton + 20, FilterHeight);
}
if (_displayGraph)
{
GL.Vertex2(widthChangeDisplay + 30, 0);
GL.Vertex2(widthChangeDisplay + 30, FilterHeight);
}
GL.Vertex2(width + 30, 0);
GL.Vertex2(width + 30, FilterHeight);
// Column dividers
float timingDataTop = Height - TitleHeight;
GL.Vertex2(timingDataLeft, FilterHeight);
GL.Vertex2(timingDataLeft, timingDataTop);
GL.Vertex2(timingWidth + timingDataLeft, FilterHeight);
GL.Vertex2(timingWidth + timingDataLeft, timingDataTop);
GL.End();
#endregion
_redrawPending = false;
SwapBuffers();
}
#endregion
private string GetTimeString(long timestamp)
{
float time = (float)timestamp / PerformanceCounter.TicksPerMillisecond;
return (time < 1) ? $"{time * 1000:F3}us" : $"{time:F3}ms";
}
private void FilterBackspace()
{
if (_filterText.Length <= 1)
{
_filterText = "";
}
else
{
_filterText = _filterText.Remove(_filterText.Length - 1, 1);
}
}
private float GetLineY(float offset, float lineHeight, float padding, bool centre, int line)
{
return Height + offset - lineHeight - padding - ((lineHeight + padding) * line) + ((centre) ? padding : 0);
}
protected override void OnKeyPress(KeyPressEventArgs e)
{
_filterText += e.KeyChar;
_profileUpdated = true;
}
protected override void OnKeyDown(KeyboardKeyEventArgs e)
{
switch (e.Key)
{
case Key.BackSpace:
_profileUpdated = _backspaceDown = true;
return;
case Key.Left:
case Key.Right:
case Key.Up:
case Key.Down:
_graphControlKey = e.Key;
return;
}
base.OnKeyUp(e);
}
protected override void OnKeyUp(KeyboardKeyEventArgs e)
{
// Can't go into switch as value isn't constant
if (e.Key == Profile.Controls.Buttons.ToggleProfiler)
{
ToggleVisible();
return;
}
switch (e.Key)
{
case Key.BackSpace:
_backspaceDown = false;
return;
case Key.Left:
case Key.Right:
case Key.Up:
case Key.Down:
_graphControlKey = Key.F35;
return;
}
base.OnKeyUp(e);
}
protected override void OnMouseUp(MouseButtonEventArgs e)
{
foreach (ProfileButton button in _buttons)
{
if (button.ProcessClick(e.X, Height - e.Y))
return;
}
}
protected override void OnMouseWheel(MouseWheelEventArgs e)
{
_scrollPos += e.Delta * -30;
if (_scrollPos < _minScroll)
_scrollPos = _minScroll;
if (_scrollPos > _maxScroll)
_scrollPos = _maxScroll;
_redrawPending = true;
}
}
}

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using System;
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace Ryujinx.Profiler.UI
{
public partial class ProfileWindow
{
private void DrawBars(float xOffset, float yOffset, float width)
{
if (_sortedProfileData.Count != 0)
{
long maxAverage;
long maxTotal;
int verticalIndex = 0;
float barHeight = (LineHeight - LinePadding) / 3.0f;
// Get max values
var maxInstant = maxAverage = maxTotal = 0;
foreach (KeyValuePair<ProfileConfig, TimingInfo> kvp in _sortedProfileData)
{
maxInstant = Math.Max(maxInstant, kvp.Value.Instant);
maxAverage = Math.Max(maxAverage, kvp.Value.AverageTime);
maxTotal = Math.Max(maxTotal, kvp.Value.TotalTime);
}
GL.Enable(EnableCap.ScissorTest);
GL.Begin(PrimitiveType.Triangles);
foreach (var entry in _sortedProfileData)
{
// Instant
GL.Color3(Color.Blue);
float bottom = GetLineY(yOffset, LineHeight, LinePadding, true, verticalIndex++);
float top = bottom + barHeight;
float right = (float)entry.Value.Instant / maxInstant * width + xOffset;
// Skip rendering out of bounds bars
if (top < 0 || bottom > Height)
continue;
GL.Vertex2(xOffset, bottom);
GL.Vertex2(xOffset, top);
GL.Vertex2(right, top);
GL.Vertex2(right, top);
GL.Vertex2(right, bottom);
GL.Vertex2(xOffset, bottom);
// Average
GL.Color3(Color.Green);
top += barHeight;
bottom += barHeight;
right = (float)entry.Value.AverageTime / maxAverage * width + xOffset;
GL.Vertex2(xOffset, bottom);
GL.Vertex2(xOffset, top);
GL.Vertex2(right, top);
GL.Vertex2(right, top);
GL.Vertex2(right, bottom);
GL.Vertex2(xOffset, bottom);
// Total
GL.Color3(Color.Red);
top += barHeight;
bottom += barHeight;
right = (float)entry.Value.TotalTime / maxTotal * width + xOffset;
GL.Vertex2(xOffset, bottom);
GL.Vertex2(xOffset, top);
GL.Vertex2(right, top);
GL.Vertex2(right, top);
GL.Vertex2(right, bottom);
GL.Vertex2(xOffset, bottom);
}
GL.End();
GL.Disable(EnableCap.ScissorTest);
}
}
}
}

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using System;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using Ryujinx.Common;
namespace Ryujinx.Profiler.UI
{
public partial class ProfileWindow
{
// Colour index equal to timing flag type as int
private Color[] _timingFlagColours = new[]
{
new Color(150, 25, 25, 50), // FrameSwap = 0
new Color(25, 25, 150, 50), // SystemFrame = 1
};
private TimingFlag[] _timingFlags;
private const float GraphMoveSpeed = 40000;
private const float GraphZoomSpeed = 50;
private float _graphZoom = 1;
private float _graphPosition = 0;
private void DrawGraph(float xOffset, float yOffset, float width)
{
if (_sortedProfileData.Count != 0)
{
int left, right;
float top, bottom;
int verticalIndex = 0;
float graphRight = xOffset + width;
float barHeight = (LineHeight - LinePadding);
long history = Profile.HistoryLength;
double timeWidthTicks = history / (double)_graphZoom;
long graphPositionTicks = (long)(_graphPosition * PerformanceCounter.TicksPerMillisecond);
long ticksPerPixel = (long)(timeWidthTicks / width);
// Reset start point if out of bounds
if (timeWidthTicks + graphPositionTicks > history)
{
graphPositionTicks = history - (long)timeWidthTicks;
_graphPosition = (float)graphPositionTicks / PerformanceCounter.TicksPerMillisecond;
}
graphPositionTicks = _captureTime - graphPositionTicks;
GL.Enable(EnableCap.ScissorTest);
// Draw timing flags
if (_displayFlags)
{
TimingFlagType prevType = TimingFlagType.Count;
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
GL.Begin(PrimitiveType.Lines);
foreach (TimingFlag timingFlag in _timingFlags)
{
if (prevType != timingFlag.FlagType)
{
prevType = timingFlag.FlagType;
GL.Color4(_timingFlagColours[(int)prevType]);
}
int x = (int)(graphRight - ((graphPositionTicks - timingFlag.Timestamp) / timeWidthTicks) * width);
GL.Vertex2(x, 0);
GL.Vertex2(x, Height);
}
GL.End();
GL.Disable(EnableCap.Blend);
}
// Draw bars
GL.Begin(PrimitiveType.Triangles);
foreach (var entry in _sortedProfileData)
{
long furthest = 0;
bottom = GetLineY(yOffset, LineHeight, LinePadding, true, verticalIndex);
top = bottom + barHeight;
// Skip rendering out of bounds bars
if (top < 0 || bottom > Height)
{
verticalIndex++;
continue;
}
GL.Color3(Color.Green);
foreach (Timestamp timestamp in entry.Value.GetAllTimestamps())
{
// Skip drawing multiple timestamps on same pixel
if (timestamp.EndTime < furthest)
continue;
furthest = timestamp.EndTime + ticksPerPixel;
left = (int)(graphRight - ((graphPositionTicks - timestamp.BeginTime) / timeWidthTicks) * width);
right = (int)(graphRight - ((graphPositionTicks - timestamp.EndTime) / timeWidthTicks) * width);
// Make sure width is at least 1px
right = Math.Max(left + 1, right);
GL.Vertex2(left, bottom);
GL.Vertex2(left, top);
GL.Vertex2(right, top);
GL.Vertex2(right, top);
GL.Vertex2(right, bottom);
GL.Vertex2(left, bottom);
}
// Currently capturing timestamp
GL.Color3(Color.Red);
long entryBegin = entry.Value.BeginTime;
if (entryBegin != -1)
{
left = (int)(graphRight - ((graphPositionTicks - entryBegin) / timeWidthTicks) * width);
// Make sure width is at least 1px
left = Math.Min(left - 1, (int)graphRight);
GL.Vertex2(left, bottom);
GL.Vertex2(left, top);
GL.Vertex2(graphRight, top);
GL.Vertex2(graphRight, top);
GL.Vertex2(graphRight, bottom);
GL.Vertex2(left, bottom);
}
verticalIndex++;
}
GL.End();
GL.Disable(EnableCap.ScissorTest);
string label = $"-{MathF.Round(_graphPosition, 2)} ms";
// Dummy draw for measure
float labelWidth = _fontService.DrawText(label, 0, 0, LineHeight, false);
_fontService.DrawText(label, graphRight - labelWidth - LinePadding, FilterHeight + LinePadding, LineHeight);
_fontService.DrawText($"-{MathF.Round((float)((timeWidthTicks / PerformanceCounter.TicksPerMillisecond) + _graphPosition), 2)} ms", xOffset + LinePadding, FilterHeight + LinePadding, LineHeight);
}
}
}
}

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using System.Diagnostics;
using System.Threading;
using OpenTK;
using OpenTK.Input;
using Ryujinx.Common;
namespace Ryujinx.Profiler.UI
{
public class ProfileWindowManager
{
private ProfileWindow _window;
private Thread _profileThread;
private Thread _renderThread;
private bool _profilerRunning;
// Timing
private double _prevTime;
public ProfileWindowManager()
{
if (Profile.ProfilingEnabled())
{
_profilerRunning = true;
_prevTime = 0;
_profileThread = new Thread(ProfileLoop);
_profileThread.Start();
}
}
public void ToggleVisible()
{
if (Profile.ProfilingEnabled())
{
_window.ToggleVisible();
}
}
public void Close()
{
if (_window != null)
{
_profilerRunning = false;
_window.Close();
_window.Dispose();
}
_window = null;
}
public void UpdateKeyInput(KeyboardState keyboard)
{
if (Profile.Controls.TogglePressed(keyboard))
{
ToggleVisible();
}
Profile.Controls.SetPrevKeyboardState(keyboard);
}
private void ProfileLoop()
{
using (_window = new ProfileWindow())
{
// Create thread for render loop
_renderThread = new Thread(RenderLoop);
_renderThread.Start();
while (_profilerRunning)
{
double time = (double)PerformanceCounter.ElapsedTicks / PerformanceCounter.TicksPerSecond;
_window.Update(new FrameEventArgs(time - _prevTime));
_prevTime = time;
// Sleep to be less taxing, update usually does very little
Thread.Sleep(1);
}
}
}
private void RenderLoop()
{
_window.Context.MakeCurrent(_window.WindowInfo);
while (_profilerRunning)
{
_window.Draw();
Thread.Sleep(1);
}
}
}
}

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using System;
using System.IO;
using System.Runtime.InteropServices;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using SharpFont;
namespace Ryujinx.Profiler.UI.SharpFontHelpers
{
public class FontService
{
private struct CharacterInfo
{
public float Left;
public float Right;
public float Top;
public float Bottom;
public int Width;
public float Height;
public float AspectRatio;
public float BearingX;
public float BearingY;
public float Advance;
}
private const int SheetWidth = 1024;
private const int SheetHeight = 512;
private int ScreenWidth, ScreenHeight;
private int CharacterTextureSheet;
private CharacterInfo[] characters;
public Color fontColor { get; set; } = Color.Black;
private string GetFontPath()
{
string fontFolder = System.Environment.GetFolderPath(Environment.SpecialFolder.Fonts);
// Only uses Arial, add more fonts here if wanted
string path = Path.Combine(fontFolder, "arial.ttf");
if (File.Exists(path))
{
return path;
}
throw new Exception($"Profiler exception. Required font Courier New or Arial not installed to {fontFolder}");
}
public void InitalizeTextures()
{
// Create and init some vars
uint[] rawCharacterSheet = new uint[SheetWidth * SheetHeight];
int x;
int y;
int lineOffset;
int maxHeight;
x = y = lineOffset = maxHeight = 0;
characters = new CharacterInfo[94];
// Get font
var font = new FontFace(File.OpenRead(GetFontPath()));
// Update raw data for each character
for (int i = 0; i < 94; i++)
{
var surface = RenderSurface((char)(i + 33), font, out var xBearing, out var yBearing, out var advance);
characters[i] = UpdateTexture(surface, ref rawCharacterSheet, ref x, ref y, ref lineOffset);
characters[i].BearingX = xBearing;
characters[i].BearingY = yBearing;
characters[i].Advance = advance;
if (maxHeight < characters[i].Height)
maxHeight = (int)characters[i].Height;
}
// Fix height for characters shorter than line height
for (int i = 0; i < 94; i++)
{
characters[i].BearingX /= characters[i].Width;
characters[i].BearingY /= maxHeight;
characters[i].Advance /= characters[i].Width;
characters[i].Height /= maxHeight;
characters[i].AspectRatio = (float)characters[i].Width / maxHeight;
}
// Convert raw data into texture
CharacterTextureSheet = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, CharacterTextureSheet);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Clamp);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Clamp);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, SheetWidth, SheetHeight, 0, PixelFormat.Rgba, PixelType.UnsignedInt8888, rawCharacterSheet);
GL.BindTexture(TextureTarget.Texture2D, 0);
}
public void UpdateScreenHeight(int height)
{
ScreenHeight = height;
}
public float DrawText(string text, float x, float y, float height, bool draw = true)
{
float originalX = x;
// Skip out of bounds draw
if (y < height * -2 || y > ScreenHeight + height * 2)
{
draw = false;
}
if (draw)
{
// Use font map texture
GL.BindTexture(TextureTarget.Texture2D, CharacterTextureSheet);
// Enable blending and textures
GL.Enable(EnableCap.Texture2D);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
// Draw all characters
GL.Begin(PrimitiveType.Triangles);
GL.Color4(fontColor);
}
for (int i = 0; i < text.Length; i++)
{
if (text[i] == ' ')
{
x += height / 4;
continue;
}
CharacterInfo charInfo = characters[text[i] - 33];
float width = (charInfo.AspectRatio * height);
x += (charInfo.BearingX * charInfo.AspectRatio) * width;
float right = x + width;
if (draw)
{
DrawChar(charInfo, x, right, y + height * (charInfo.Height - charInfo.BearingY), y - height * charInfo.BearingY);
}
x = right + charInfo.Advance * charInfo.AspectRatio + 1;
}
if (draw)
{
GL.End();
// Cleanup for caller
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.Disable(EnableCap.Texture2D);
GL.Disable(EnableCap.Blend);
}
// Return width of rendered text
return x - originalX;
}
private void DrawChar(CharacterInfo charInfo, float left, float right, float top, float bottom)
{
GL.TexCoord2(charInfo.Left, charInfo.Bottom); GL.Vertex2(left, bottom);
GL.TexCoord2(charInfo.Left, charInfo.Top); GL.Vertex2(left, top);
GL.TexCoord2(charInfo.Right, charInfo.Top); GL.Vertex2(right, top);
GL.TexCoord2(charInfo.Right, charInfo.Top); GL.Vertex2(right, top);
GL.TexCoord2(charInfo.Right, charInfo.Bottom); GL.Vertex2(right, bottom);
GL.TexCoord2(charInfo.Left, charInfo.Bottom); GL.Vertex2(left, bottom);
}
public unsafe Surface RenderSurface(char c, FontFace font, out float xBearing, out float yBearing, out float advance)
{
var glyph = font.GetGlyph(c, 64);
xBearing = glyph.HorizontalMetrics.Bearing.X;
yBearing = glyph.RenderHeight - glyph.HorizontalMetrics.Bearing.Y;
advance = glyph.HorizontalMetrics.Advance;
var surface = new Surface
{
Bits = Marshal.AllocHGlobal(glyph.RenderWidth * glyph.RenderHeight),
Width = glyph.RenderWidth,
Height = glyph.RenderHeight,
Pitch = glyph.RenderWidth
};
var stuff = (byte*)surface.Bits;
for (int i = 0; i < surface.Width * surface.Height; i++)
*stuff++ = 0;
glyph.RenderTo(surface);
return surface;
}
private CharacterInfo UpdateTexture(Surface surface, ref uint[] rawCharMap, ref int posX, ref int posY, ref int lineOffset)
{
int width = surface.Width;
int height = surface.Height;
int len = width * height;
byte[] data = new byte[len];
// Get character bitmap
Marshal.Copy(surface.Bits, data, 0, len);
// Find a slot
if (posX + width > SheetWidth)
{
posX = 0;
posY += lineOffset;
lineOffset = 0;
}
// Update lineoffset
if (lineOffset < height)
{
lineOffset = height + 1;
}
// Copy char to sheet
for (int y = 0; y < height; y++)
{
int destOffset = (y + posY) * SheetWidth + posX;
int sourceOffset = y * width;
for (int x = 0; x < width; x++)
{
rawCharMap[destOffset + x] = (uint)((0xFFFFFF << 8) | data[sourceOffset + x]);
}
}
// Generate character info
CharacterInfo charInfo = new CharacterInfo()
{
Left = (float)posX / SheetWidth,
Right = (float)(posX + width) / SheetWidth,
Top = (float)(posY - 1) / SheetHeight,
Bottom = (float)(posY + height) / SheetHeight,
Width = width,
Height = height,
};
// Update x
posX += width + 1;
// Give the memory back
Marshal.FreeHGlobal(surface.Bits);
return charInfo;
}
}
}