110 lines
4.5 KiB
C++
110 lines
4.5 KiB
C++
#pragma once
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#include <atomic>
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#include <cstddef>
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#include <cstdint>
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namespace mbgl::particle {
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// Debug/Validation-only cumulative renderer observability. These atomics are
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// intentionally not connected to Host APIs and compile to no-ops in release.
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enum class RendererDebugCounter : uint8_t {
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WeatherColorNeedsRepaint,
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ParticleNeedsRepaint,
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WeatherColorUpdate,
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ParticleUpdate,
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ParticleSimulationAdvance,
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WeatherColorDrawableRebuild,
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ParticleDrawableRebuild,
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FieldTextureUpload,
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GpuResourceCreate,
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GpuResourceRelease,
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TrailTargetCreateOrResize,
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V4ProjectionMaterialize,
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FieldWindowRevision,
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FullRendererFrame,
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RetainedUnderlayBuild,
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RetainedUnderlayReuse,
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RetainedUnderlayFallback,
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RetainedUnderlayInvalidation,
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RetainedUnderlayStaticGroupDraw,
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RetainedDynamicGroupDraw,
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ParticleFastFrameHit,
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ParticleFastFrameMiss,
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ParticleFullFrame,
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Count,
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};
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#ifndef NDEBUG
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struct RendererDebugCounterSnapshot {
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uint64_t weatherColorNeedsRepaint = 0;
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uint64_t particleNeedsRepaint = 0;
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uint64_t weatherColorUpdate = 0;
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uint64_t particleUpdate = 0;
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uint64_t particleSimulationAdvance = 0;
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uint64_t weatherColorDrawableRebuild = 0;
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uint64_t particleDrawableRebuild = 0;
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uint64_t fieldTextureUpload = 0;
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uint64_t gpuResourceCreate = 0;
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uint64_t gpuResourceRelease = 0;
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uint64_t trailTargetCreateOrResize = 0;
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uint64_t v4ProjectionMaterialize = 0;
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uint64_t fieldWindowRevision = 0;
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uint64_t fullRendererFrame = 0;
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uint64_t retainedUnderlayBuild = 0;
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uint64_t retainedUnderlayReuse = 0;
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uint64_t retainedUnderlayFallback = 0;
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uint64_t retainedUnderlayInvalidation = 0;
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uint64_t retainedUnderlayStaticGroupDraw = 0;
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uint64_t retainedDynamicGroupDraw = 0;
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uint64_t particleFastFrameHit = 0;
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uint64_t particleFastFrameMiss = 0;
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uint64_t particleFullFrame = 0;
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};
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inline std::atomic_uint64_t* rendererDebugCounterStorage() {
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static std::atomic_uint64_t counters[static_cast<size_t>(RendererDebugCounter::Count)]{};
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return counters;
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}
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inline void incrementRendererDebugCounter(const RendererDebugCounter counter) {
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rendererDebugCounterStorage()[static_cast<size_t>(counter)].fetch_add(1, std::memory_order_relaxed);
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}
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inline RendererDebugCounterSnapshot rendererDebugCounterSnapshot() {
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const auto* values = rendererDebugCounterStorage();
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RendererDebugCounterSnapshot result;
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#define MLN_LOAD_RENDERER_COUNTER(field, counter) \
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result.field = values[static_cast<size_t>(RendererDebugCounter::counter)].load(std::memory_order_relaxed)
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MLN_LOAD_RENDERER_COUNTER(weatherColorNeedsRepaint, WeatherColorNeedsRepaint);
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MLN_LOAD_RENDERER_COUNTER(particleNeedsRepaint, ParticleNeedsRepaint);
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MLN_LOAD_RENDERER_COUNTER(weatherColorUpdate, WeatherColorUpdate);
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MLN_LOAD_RENDERER_COUNTER(particleUpdate, ParticleUpdate);
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MLN_LOAD_RENDERER_COUNTER(particleSimulationAdvance, ParticleSimulationAdvance);
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MLN_LOAD_RENDERER_COUNTER(weatherColorDrawableRebuild, WeatherColorDrawableRebuild);
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MLN_LOAD_RENDERER_COUNTER(particleDrawableRebuild, ParticleDrawableRebuild);
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MLN_LOAD_RENDERER_COUNTER(fieldTextureUpload, FieldTextureUpload);
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MLN_LOAD_RENDERER_COUNTER(gpuResourceCreate, GpuResourceCreate);
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MLN_LOAD_RENDERER_COUNTER(gpuResourceRelease, GpuResourceRelease);
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MLN_LOAD_RENDERER_COUNTER(trailTargetCreateOrResize, TrailTargetCreateOrResize);
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MLN_LOAD_RENDERER_COUNTER(v4ProjectionMaterialize, V4ProjectionMaterialize);
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MLN_LOAD_RENDERER_COUNTER(fieldWindowRevision, FieldWindowRevision);
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MLN_LOAD_RENDERER_COUNTER(fullRendererFrame, FullRendererFrame);
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MLN_LOAD_RENDERER_COUNTER(retainedUnderlayBuild, RetainedUnderlayBuild);
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MLN_LOAD_RENDERER_COUNTER(retainedUnderlayReuse, RetainedUnderlayReuse);
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MLN_LOAD_RENDERER_COUNTER(retainedUnderlayFallback, RetainedUnderlayFallback);
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MLN_LOAD_RENDERER_COUNTER(retainedUnderlayInvalidation, RetainedUnderlayInvalidation);
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MLN_LOAD_RENDERER_COUNTER(retainedUnderlayStaticGroupDraw, RetainedUnderlayStaticGroupDraw);
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MLN_LOAD_RENDERER_COUNTER(retainedDynamicGroupDraw, RetainedDynamicGroupDraw);
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MLN_LOAD_RENDERER_COUNTER(particleFastFrameHit, ParticleFastFrameHit);
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MLN_LOAD_RENDERER_COUNTER(particleFastFrameMiss, ParticleFastFrameMiss);
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MLN_LOAD_RENDERER_COUNTER(particleFullFrame, ParticleFullFrame);
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#undef MLN_LOAD_RENDERER_COUNTER
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return result;
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}
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#else
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inline void incrementRendererDebugCounter(RendererDebugCounter) {}
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#endif
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} // namespace mbgl::particle
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