Low hanging fruit optimizations for improving default startup time. Went from 7.2sec to 4sec on my system. Pull Request: https://projects.blender.org/blender/blender/pulls/139278
156 lines
4.0 KiB
C++
156 lines
4.0 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*
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* Helpers for GPU / drawing debugging.
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*
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*
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* GPU debug capture usage example:
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*
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* ### Instant frame capture. ###
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*
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* Will trigger a capture and load it inside RenderDoc or Xcode.
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*
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* \code
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* #include "GPU_debug.hh"
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*
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* void render_function()
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* {
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* GPU_debug_capture_begin(__func__);
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* // Draw-call submission goes here.
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* GPU_debug_capture_end();
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* }
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* \endcode
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*
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* ### Capture scopes. ###
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*
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* Capture scope can be sprinkled around the codebase for easier selective capture.
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*
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* They are listed from inside Xcode (on Mac) when doing a Metal capture.
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*
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* OpenGL and Vulkan backend need to use the `--debug-gpu-scope-capture` launch argument to specify
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* which scope to capture. Building with RenderDoc API support is required for this launch option
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* to be available.
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*
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* They can be nested but only one can be captured at a time.
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*
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* \code
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* #include "GPU_debug.hh"
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*
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* void render_function()
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* {
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* static gpu::DebugScope capture_scope = {"UniqueName"};
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*
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* // Manually triggered version, better for conditional capture.
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* capture_scope.begin();
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* // Draw-call submission goes here.
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* capture_scope.end();
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*
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* {
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* // Scoped version, better for complex control flow.
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* static gpu::DebugScope capture_scope = {"AnotherUniqueName"};
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* capture_scope.scoped_capture();
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* // Draw-call submission goes here.
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* }
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* }
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* \endcode
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*/
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#pragma once
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#define GPU_DEBUG_SHADER_COMPILATION_GROUP "Shader Compilation"
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#define GPU_DEBUG_SHADER_SPECIALIZATION_GROUP "Shader Specialization"
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void GPU_debug_group_begin(const char *name);
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void GPU_debug_group_end();
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/**
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* Return a formatted string showing the current group hierarchy in this format:
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* "Group1 > Group 2 > Group3 > ... > GroupN : "
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*/
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void GPU_debug_get_groups_names(int name_buf_len, char *r_name_buf);
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/**
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* Return true if inside a debug group with the same name.
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*/
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bool GPU_debug_group_match(const char *ref);
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/**
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* GPU Frame capture support.
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*
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* Allows instantaneous frame capture of GPU calls between begin/end.
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*
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* \param title: Optional title to set for the frame capture.
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*/
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void GPU_debug_capture_begin(const char *title);
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void GPU_debug_capture_end();
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/**
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* GPU debug frame capture scopes.
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*
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* Allows creation of a GPU frame capture scope that define a region within which an external GPU
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* Frame capture tool can perform a deferred capture of GPU API calls within the boundary upon user
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* request.
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*
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* \param name: Unique name of capture scope displayed within capture tool.
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* \return pointer wrapping an API-specific capture scope object.
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* \note a capture scope should be created a single time and only used within one begin/end pair.
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*/
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void *GPU_debug_capture_scope_create(const char *name);
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/**
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* Used to declare the region within which GPU calls are captured when the scope is triggered.
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*
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* \param scope: Pointer to capture scope object created with GPU_debug_capture_scope_create.
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* \return True if the capture tool is actively capturing this scope when function is executed.
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* Otherwise, False.
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*/
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bool GPU_debug_capture_scope_begin(void *scope);
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void GPU_debug_capture_scope_end(void *scope);
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namespace blender::gpu {
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/**
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* Need to be declared as static with a unique identifier string.
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*/
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struct DebugScope {
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void *scope;
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DebugScope(const char *identifier)
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{
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scope = GPU_debug_capture_scope_create(identifier);
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}
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void begin_capture()
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{
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GPU_debug_capture_scope_begin(scope);
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}
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void end_capture()
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{
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GPU_debug_capture_scope_end(scope);
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}
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struct ScopedCapture {
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void *scope;
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ScopedCapture(void *scope) : scope(scope)
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{
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GPU_debug_capture_scope_begin(scope);
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}
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~ScopedCapture()
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{
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GPU_debug_capture_scope_end(scope);
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}
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};
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/* Capture everything until the end of the scope. */
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ScopedCapture scoped_capture()
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{
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return ScopedCapture(scope);
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}
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};
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} // namespace blender::gpu
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