com.jme3.renderer.Statistics Maven / Gradle / Ivy
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/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
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* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.renderer;
import com.jme3.scene.Mesh;
import com.jme3.shader.Shader;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image;
import com.jme3.util.IntMap;
/**
* Allows tracking of real-time rendering statistics.
*
* The Statistics
can be retrieved by using {@link Renderer#getStatistics() }.
*
* @author Kirill Vainer
*/
public class Statistics {
/**
* Enables or disables updates.
*/
protected boolean enabled = false;
/**
* Number of object used during the current frame.
*/
protected int numObjects;
/**
* Number of mesh primitives rendered during the current frame.
*/
protected int numTriangles;
/**
* Number of mesh vertices rendered during the current frame.
*/
protected int numVertices;
/**
* Number of shader switches during the current frame.
*/
protected int numShaderSwitches;
/**
* Number of texture binds during the current frame.
*/
protected int numTextureBinds;
/**
* Number of FBO switches during the current frame.
*/
protected int numFboSwitches;
/**
* Number of uniforms set during the current frame.
*/
protected int numUniformsSet;
/**
* Number of active shaders.
*/
protected int memoryShaders;
/**
* Number of active frame buffers.
*/
protected int memoryFrameBuffers;
/**
* Number of active textures.
*/
protected int memoryTextures;
/**
* IDs of all shaders in use.
*/
protected IntMap shadersUsed = new IntMap<>();
/**
* IDs of all textures in use.
*/
protected IntMap texturesUsed = new IntMap<>();
/**
* IDs of all FBOs in use.
*/
protected IntMap fbosUsed = new IntMap<>();
/**
* ID of the most recently used shader.
*/
protected int lastShader = -1;
/**
* Returns a list of labels corresponding to each statistic.
*
* @return a list of labels corresponding to each statistic.
*
* @see #getData(int[])
*/
public String[] getLabels(){
return new String[]{ "Vertices",
"Triangles",
"Uniforms",
"Objects",
"Shaders (S)",
"Shaders (F)",
"Shaders (M)",
"Textures (S)",
"Textures (F)",
"Textures (M)",
"FrameBuffers (S)",
"FrameBuffers (F)",
"FrameBuffers (M)" };
}
/**
* Retrieves the statistics data into the given array.
* The array should be as large as the array given in
* {@link #getLabels() }.
*
* @param data The data array to write to
*/
public void getData(int[] data) {
data[0] = numVertices;
data[1] = numTriangles;
data[2] = numUniformsSet;
data[3] = numObjects;
data[4] = numShaderSwitches;
data[5] = shadersUsed.size();
data[6] = memoryShaders;
data[7] = numTextureBinds;
data[8] = texturesUsed.size();
data[9] = memoryTextures;
data[10] = numFboSwitches;
data[11] = fbosUsed.size();
data[12] = memoryFrameBuffers;
}
/**
* Called by the Renderer when a mesh has been drawn.
*
* @param mesh the Mesh that was drawn (not null)
* @param lod which level of detail
* @param count multiplier for triangles and vertices
*/
public void onMeshDrawn(Mesh mesh, int lod, int count) {
if (!enabled) {
return;
}
numObjects += 1;
numTriangles += mesh.getTriangleCount(lod) * count;
numVertices += mesh.getVertexCount() * count;
}
/**
* Called by the Renderer when a mesh has been drawn.
*
* @param mesh the Mesh that was drawn (not null)
* @param lod which level of detail
*/
public void onMeshDrawn(Mesh mesh, int lod) {
onMeshDrawn(mesh, lod, 1);
}
/**
* Called by the Renderer when a shader has been utilized.
*
* @param shader The shader that was used
* @param wasSwitched If true, the shader has required a state switch
*/
public void onShaderUse(Shader shader, boolean wasSwitched) {
assert shader.getId() >= 1;
if (!enabled) {
return;
}
// Reduces unnecessary hashmap lookups if
// we already considered this shader.
if (lastShader != shader.getId()) {
lastShader = shader.getId();
if (!shadersUsed.containsKey(shader.getId())) {
shadersUsed.put(shader.getId(), null);
}
}
if (wasSwitched) {
numShaderSwitches++;
}
}
/**
* Called by the Renderer when a uniform was set.
*/
public void onUniformSet() {
if (!enabled) {
return;
}
numUniformsSet++;
}
/**
* Called by the Renderer when a texture has been set.
*
* @param image The image that was set
* @param wasSwitched If true, the texture has required a state switch
*/
public void onTextureUse(Image image, boolean wasSwitched) {
assert image.getId() >= 1;
if (!enabled) {
return;
}
if (!texturesUsed.containsKey(image.getId())) {
texturesUsed.put(image.getId(), null);
}
if (wasSwitched) {
numTextureBinds++;
}
}
/**
* Called by the Renderer when a framebuffer has been set.
*
* @param fb The framebuffer that was set
* @param wasSwitched If true, the framebuffer required a state switch
*/
public void onFrameBufferUse(FrameBuffer fb, boolean wasSwitched) {
if (!enabled) {
return;
}
if (fb != null) {
assert fb.getId() >= 1;
if (!fbosUsed.containsKey(fb.getId())) {
fbosUsed.put(fb.getId(), null);
}
}
if (wasSwitched) {
numFboSwitches++;
}
}
/**
* Clears all frame-specific statistics such as objects used per frame.
*/
public void clearFrame() {
shadersUsed.clear();
texturesUsed.clear();
fbosUsed.clear();
numObjects = 0;
numTriangles = 0;
numVertices = 0;
numShaderSwitches = 0;
numTextureBinds = 0;
numFboSwitches = 0;
numUniformsSet = 0;
lastShader = -1;
}
/**
* Called by the Renderer when it creates a new shader.
*/
public void onNewShader() {
if (!enabled) {
return;
}
memoryShaders++;
}
/**
* Called by the Renderer when it creates a new texture.
*/
public void onNewTexture() {
if (!enabled) {
return;
}
memoryTextures++;
}
/**
* Called by the Renderer when it creates a new framebuffer.
*/
public void onNewFrameBuffer() {
if (!enabled) {
return;
}
memoryFrameBuffers++;
}
/**
* Called by the Renderer when it deletes a shader.
*/
public void onDeleteShader() {
if (!enabled) {
return;
}
memoryShaders--;
}
/**
* Called by the Renderer when it deletes a texture.
*/
public void onDeleteTexture() {
if (!enabled) {
return;
}
memoryTextures--;
}
/**
* Called by the Renderer when it deletes a framebuffer.
*/
public void onDeleteFrameBuffer() {
if (!enabled) {
return;
}
memoryFrameBuffers--;
}
/**
* Called when video memory is cleared.
*/
public void clearMemory() {
memoryFrameBuffers = 0;
memoryShaders = 0;
memoryTextures = 0;
}
/**
* Enables or disables updates.
*
* @param f true to enable, false to disable
*/
public void setEnabled(boolean f) {
this.enabled = f;
}
/**
* Tests whether updates are enabled.
*
* @return true if enabled, otherwise false
*/
public boolean isEnabled() {
return enabled;
}
}