Compare commits

...

2 Commits

Author SHA1 Message Date
Asuro
a5e32c414e tracing 2025-03-14 22:07:44 +01:00
Asuro
a3e22b7b05 tracy 2025-03-14 22:07:32 +01:00
13 changed files with 256 additions and 185 deletions

1
.gitattributes vendored
View File

@@ -5,3 +5,4 @@
*.jpg filter=lfs diff=lfs merge=lfs -text
*.blend filter=lfs diff=lfs merge=lfs -text
*.pzl filter=lfs diff=lfs merge=lfs -text
*.exe filter=lfs diff=lfs merge=lfs -text

3
.gitmodules vendored
View File

@@ -11,3 +11,6 @@
path = src/dependency/imgui
url = https://github.com/ocornut/imgui
branch = docking
[submodule "src/dependency/tracy"]
path = src/dependency/tracy
url = https://github.com/wolfpld/tracy

View File

@@ -12,6 +12,7 @@ endif()
# This makes sure that the dynamic library goes into the build directory automatically.
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
set(PROFILE ON)
# Imgui
file(GLOB imgui_sources dependency/imgui/*.h dependency/imgui/*.cpp)
@@ -25,7 +26,7 @@ add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/minidef")
file(GLOB_RECURSE sources_engine engine/*.cpp engine/*.h)
add_executable(PuzGameEngine ${sources_engine})
set_property(TARGET PuzGameEngine PROPERTY CXX_STANDARD 17)
target_include_directories(PuzGameEngine PUBLIC)
target_include_directories(PuzGameEngine PUBLIC dependency/tracy/public/)
# Game
add_custom_command(
@@ -41,6 +42,15 @@ add_library(PuzGame SHARED ${sources_game} ${source_singleheader} ${imgui_source
set_property(TARGET PuzGame PROPERTY CXX_STANDARD 17)
target_include_directories(PuzGame PUBLIC dependency/imgui)
# Profiling
if (PROFILE)
option(TRACY_ENABLE "" ON)
option(TRACY_ON_DEMAND "" ON)
set(TRACY_DELAYED_INIT ON)
set(TRACY_MANUAL_LIFETIME ON)
add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/tracy")
endif()
# SDL
add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/SDL" EXCLUDE_FROM_ALL)
@@ -50,6 +60,6 @@ SET(BGFX_BUILD_EXAMPLES OFF)
add_subdirectory("${CMAKE_SOURCE_DIR}/dependency/bgfx.cmake")
# Link
target_link_libraries(PuzGame bx bimg bgfx SDL3::SDL3)
target_link_libraries(PuzGameEngine bx SDL3::SDL3)
target_link_libraries(PuzGame bx bimg bgfx SDL3::SDL3 Tracy::TracyClient)
target_link_libraries(PuzGameEngine bx SDL3::SDL3 Tracy::TracyClient)
set_target_properties(PuzGame PROPERTIES OUTPUT_NAME "PuzGame2")

1
src/dependency/tracy Submodule

Submodule src/dependency/tracy added at 5d542dc09f

View File

@@ -15,6 +15,7 @@
#include <SDL3/SDL.h>
#include <bx/math.h>
#include <cstdint>
#include <tracy/tracy.hpp>
namespace Game
{
@@ -160,6 +161,7 @@ namespace Game
void Level::Update()
{
ZoneScopedN("Level update");
START_PERF();
PlayerData& player = GetInstance().Player;
@@ -237,6 +239,7 @@ namespace Game
void Level::Render(uint16_t viewId, const Model* models, const Material* materials)
{
ZoneScopedN("Level Render");
auto& shared = GetShared();
float proj[16];

View File

@@ -3,9 +3,12 @@
#include "Instance.h"
#include "Log.h"
#include "Setup.h"
#include "rendering/Rendering.h"
#include "bx/bx.h"
#include "bx/timer.h"
#include "rendering/Rendering.h"
#include <client/TracyProfiler.hpp>
#include <tracy/tracy.hpp>
namespace Game
{
@@ -23,6 +26,7 @@ namespace Game
void Setup(SharedData& shared)
{
LOG("Game Setup Start!");
tracy::StartupProfiler();
if (shared.Game.PermanentStorage == nullptr)
{
@@ -56,33 +60,35 @@ namespace Game
void Update()
{
auto& inst = GetInstance();
int64_t newNowHP = bx::getHPCounter() - inst.Time.StartTime;
inst.Time.DeltaHP = newNowHP - inst.Time.NowHP;
inst.Time.NowHP = newNowHP;
inst.Time.Now = (double)inst.Time.NowHP / bx::getHPFrequency();
inst.Time.Delta = (double)inst.Time.DeltaHP / bx::getHPFrequency();
GetShared().Window.PerfCounters[(int32_t)PerfCounterType::GameDelta].Write(inst.Time.DeltaHP,
GetShared().Window.FrameCounter);
if (GetKeyPressedNow(ScanCode::R))
{
GetInstance().Size = 0;
Shutdown();
Setup(GetShared());
ZoneScopedN("TimeUpdate");
auto& inst = GetInstance();
int64_t newNowHP = bx::getHPCounter() - inst.Time.StartTime;
inst.Time.DeltaHP = newNowHP - inst.Time.NowHP;
inst.Time.NowHP = newNowHP;
inst.Time.Now = (double)inst.Time.NowHP / bx::getHPFrequency();
inst.Time.Delta = (double)inst.Time.DeltaHP / bx::getHPFrequency();
GetShared().Window.PerfCounters[(int32_t)PerfCounterType::GameDelta].Write(inst.Time.DeltaHP,
GetShared().Window.FrameCounter);
}
SetupInstance.Rendering.Update();
auto& win = GetShared().Window;
win.MouseDeltaX = 0.0f;
win.MouseDeltaY = 0.0f;
bx::memCopy(win.LastHeldScanCodes, win.HeldScanCodes, sizeof(win.HeldScanCodes));
bx::memCopy(win.LastHeldMouseButtons, win.HeldMouseButtons, sizeof(win.HeldMouseButtons));
{
ZoneScopedN("MouseDeltaUpdate");
auto& win = GetShared().Window;
win.MouseDeltaX = 0.0f;
win.MouseDeltaY = 0.0f;
bx::memCopy(win.LastHeldScanCodes, win.HeldScanCodes, sizeof(win.HeldScanCodes));
bx::memCopy(win.LastHeldMouseButtons, win.HeldMouseButtons, sizeof(win.HeldMouseButtons));
}
FrameMark;
}
void Shutdown()
{
LOG("Shutdown");
SetupInstance.Rendering.Shutdown();
tracy::ShutdownProfiler();
}
} // namespace Game

View File

@@ -21,11 +21,11 @@
#include <cstdint>
#include <cstdio>
#include <thread>
#include <tracy/Tracy.hpp>
#include "imgui-helper.h"
#include "imgui-style.h"
#include "imgui.h"
#include "imgui_internal.h"
using namespace std::chrono_literals;
@@ -333,6 +333,8 @@ namespace Game
void GameRendering::Setup()
{
LOG("--- RENDERING STARTUP ---");
ZoneScopedN("Setup");
if (Instance != nullptr) LOG_WARN("old rendering wasn't destroyed!");
Instance = this;
SharedData& shared = GetShared();
@@ -407,11 +409,11 @@ namespace Game
DitherGen(DitherTextures, DitherRecursion);
}
void GameRendering::Update()
void GameRendering::HandleEvents()
{
ZoneScopedN("Handle Events");
SharedData& shared = GetShared();
// Handle events
for (uint16_t i = 0; i < shared.Window.SDLEventCount; ++i)
{
ImGui_ImplSDL3_ProcessEvent(&shared.Window.SDLEvents[i]);
@@ -453,218 +455,246 @@ namespace Game
}
}
}
}
// Start Rendering
imguiBeginFrame(20);
ImGui_ImplSDL3_NewFrame();
ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
void GameRendering::RenderDebugUI()
{
ZoneScopedN("DebugUI");
auto& level = GetInstance().GameLevel;
auto& shared = GetShared();
auto& debug = GetInstance().DebugData;
if (UIVisible == UIVisibilityState::Debug)
auto& level = GetInstance().GameLevel;
if (ImGui::IsMouseClicked(ImGuiMouseButton_Right))
{
if (ImGui::IsMouseClicked(ImGuiMouseButton_Right))
debug.DebugCardRotation++;
if (debug.DebugCardRotation >= 4) debug.DebugCardRotation = 0;
}
if (ImGui::Begin("Rendering"))
{
if (LastShaderLoadTime >= 0.0f)
{
debug.DebugCardRotation++;
if (debug.DebugCardRotation >= 4) debug.DebugCardRotation = 0;
ImGui::TextColored({0.2f, 0.9f, 0.2f, 1.0f},
"Shader loaded %.0f seconds ago",
GetInstance().Time.Now - LastShaderLoadTime);
}
if (ImGui::Begin("Rendering"))
else
{
if (LastShaderLoadTime >= 0.0f)
{
ImGui::TextColored({0.2f, 0.9f, 0.2f, 1.0f},
"Shader loaded %.0f seconds ago",
GetInstance().Time.Now - LastShaderLoadTime);
}
else
{
ImGui::TextColored({0.9f, 0.2f, 0.2f, 1.0f}, "Shader load Failiure!");
}
if (ImGui::Button("Reload Meshes"))
{
LoadModels(Models, ModelCount);
}
ImGui::SameLine();
if (ImGui::Button("Reload Level"))
{
level = {};
level.Setup(shared.Game);
}
ImGui::Checkbox("Show ImGui Demo", &debug.ShowImguiDemo);
if (debug.ShowImguiDemo) ImGui::ShowDemoWindow(&debug.ShowImguiDemo);
ImGui::Separator();
ImGui::Checkbox("Cubes", &level.Cubes.IsEnabled);
ImGui::Checkbox("Tests", &level.Tests.IsEnabled);
ImGui::Checkbox("PuzzleTiles", &level.PuzzleTiles.IsEnabled);
ImGui::Checkbox("UIQuads", &level.UIQuads.IsEnabled);
if (ImGui::Button("Dithergen"))
{
DitherGen(DitherTextures, DitherRecursion);
}
ImGui::SameLine();
ImGui::SliderInt("Recursion", &DitherRecursion, 1, 4);
ImGui::Text(
"%ux%ux%u", DitherTextures.DitherTexWH, DitherTextures.DitherTexWH, DitherTextures.DitherTexDepth);
if (!isValid(DitherTextures.PreviewTex))
{
ImGui::Text("Invalid Texture");
}
else
{
ImGui::Image(DitherTextures.PreviewTex.idx,
{(float)DitherTextures.DitherTexWH,
(float)DitherTextures.DitherTexWH * DitherTextures.DitherTexDepth});
}
if (isValid(DitherTextures.RampTex))
{
ImGui::Image(DitherTextures.RampTex.idx, {BX_COUNTOF(DitherTextures.BrightnessRamp), 8});
}
Vec3 quadPos = level.UIQuads.Get({0}).EData.Transform.GetPosition();
ImGui::Text("%f %f %f", quadPos.x, quadPos.y, quadPos.z);
if (ImGui::ColorEdit3("Base Color", &DefaultBaseColor.x))
{
auto& tiles = GetInstance().GameLevel.PuzzleTiles;
for (int32_t i = 0; i < tiles.Count; ++i)
{
tiles.Data[i].EData.BaseColor = DefaultBaseColor;
}
}
if (ImGui::ColorEdit3("Dot Color", &DefaultTileColor.x))
{
auto& tiles = GetInstance().GameLevel.PuzzleTiles;
for (int32_t i = 0; i < tiles.Count; ++i)
{
tiles.Data[i].EData.TestColor = DefaultTileColor;
}
}
ImGui::Text("Shader log:");
ImGui::TextWrapped("%s", GetShared().Dev.ShaderLog);
ImGui::TextColored({0.9f, 0.2f, 0.2f, 1.0f}, "Shader load Failiure!");
}
ImGui::End();
if (ImGui::Begin("Puzzles"))
if (ImGui::Button("Reload Meshes"))
{
if (ImGui::Button("Add"))
LoadModels(Models, ModelCount);
}
ImGui::SameLine();
if (ImGui::Button("Reload Level"))
{
level = {};
level.Setup(shared.Game);
}
ImGui::Checkbox("Show ImGui Demo", &debug.ShowImguiDemo);
if (debug.ShowImguiDemo) ImGui::ShowDemoWindow(&debug.ShowImguiDemo);
ImGui::Separator();
ImGui::Checkbox("Cubes", &level.Cubes.IsEnabled);
ImGui::Checkbox("Tests", &level.Tests.IsEnabled);
ImGui::Checkbox("PuzzleTiles", &level.PuzzleTiles.IsEnabled);
ImGui::Checkbox("UIQuads", &level.UIQuads.IsEnabled);
if (ImGui::Button("Dithergen"))
{
DitherGen(DitherTextures, DitherRecursion);
}
ImGui::SameLine();
ImGui::SliderInt("Recursion", &DitherRecursion, 1, 4);
ImGui::Text(
"%ux%ux%u", DitherTextures.DitherTexWH, DitherTextures.DitherTexWH, DitherTextures.DitherTexDepth);
if (!isValid(DitherTextures.PreviewTex))
{
ImGui::Text("Invalid Texture");
}
else
{
ImGui::Image(DitherTextures.PreviewTex.idx,
{(float)DitherTextures.DitherTexWH,
(float)DitherTextures.DitherTexWH * DitherTextures.DitherTexDepth});
}
if (isValid(DitherTextures.RampTex))
{
ImGui::Image(DitherTextures.RampTex.idx, {BX_COUNTOF(DitherTextures.BrightnessRamp), 8});
}
Vec3 quadPos = level.UIQuads.Get({0}).EData.Transform.GetPosition();
ImGui::Text("%f %f %f", quadPos.x, quadPos.y, quadPos.z);
if (ImGui::ColorEdit3("Base Color", &DefaultBaseColor.x))
{
auto& tiles = GetInstance().GameLevel.PuzzleTiles;
for (int32_t i = 0; i < tiles.Count; ++i)
{
bool found = false;
for (int32_t i = 0; i < BX_COUNTOF(level.Puzzles); ++i)
{
auto& puz = level.Puzzles[i].Data;
if (puz.ID == UINT16_MAX)
{
bx::strCopy(puz.PuzzleName, sizeof(puz.PuzzleName), "Unnamed Puzzle");
puz.ID = i;
found = true;
break;
}
}
if (!found)
{
LOG_ERROR("Too many puzzles!");
}
tiles.Data[i].EData.BaseColor = DefaultBaseColor;
}
ImGui::Separator();
}
if (ImGui::ColorEdit3("Dot Color", &DefaultTileColor.x))
{
auto& tiles = GetInstance().GameLevel.PuzzleTiles;
for (int32_t i = 0; i < tiles.Count; ++i)
{
tiles.Data[i].EData.TestColor = DefaultTileColor;
}
}
ImGui::Text("Shader log:");
ImGui::TextWrapped("%s", GetShared().Dev.ShaderLog);
}
ImGui::End();
if (ImGui::Begin("Puzzles"))
{
if (ImGui::Button("Add"))
{
bool found = false;
for (int32_t i = 0; i < BX_COUNTOF(level.Puzzles); ++i)
{
auto& puzzleData = level.Puzzles[i].Data;
if (puzzleData.ID == UINT16_MAX) continue;
bool isSelected = debug.SelectedDebugLevel == i;
ImGui::PushID("selectable");
if (ImGui::Selectable(puzzleData.PuzzleName, isSelected))
auto& puz = level.Puzzles[i].Data;
if (puz.ID == UINT16_MAX)
{
debug.SelectedDebugLevel = isSelected ? UINT16_MAX : i;
bx::strCopy(puz.PuzzleName, sizeof(puz.PuzzleName), "Unnamed Puzzle");
puz.ID = i;
found = true;
break;
}
ImGui::PopID();
}
if (!found)
{
LOG_ERROR("Too many puzzles!");
}
}
ImGui::End();
if (debug.SelectedDebugLevel < BX_COUNTOF(level.Puzzles))
ImGui::Separator();
for (int32_t i = 0; i < BX_COUNTOF(level.Puzzles); ++i)
{
if (!Puzzle::RenderDebugUI(level.Puzzles[debug.SelectedDebugLevel].Data))
auto& puzzleData = level.Puzzles[i].Data;
if (puzzleData.ID == UINT16_MAX) continue;
bool isSelected = debug.SelectedDebugLevel == i;
ImGui::PushID("selectable");
if (ImGui::Selectable(puzzleData.PuzzleName, isSelected))
{
debug.SelectedDebugLevel = UINT16_MAX;
debug.SelectedDebugLevel = isSelected ? UINT16_MAX : i;
}
ImGui::PopID();
}
if (ImGui::Begin("Cards"))
}
ImGui::End();
if (debug.SelectedDebugLevel < BX_COUNTOF(level.Puzzles))
{
if (!Puzzle::RenderDebugUI(level.Puzzles[debug.SelectedDebugLevel].Data))
{
Generated::StaticPuzzleData& staticData = Puzzle::GetStaticPuzzleData();
if (ImGui::Button("Save"))
debug.SelectedDebugLevel = UINT16_MAX;
}
}
if (ImGui::Begin("Cards"))
{
Generated::StaticPuzzleData& staticData = Puzzle::GetStaticPuzzleData();
if (ImGui::Button("Save"))
{
Puzzle::SaveStaticPuzzleData();
}
ImGui::SameLine();
if (ImGui::Button("Reload"))
{
Puzzle::LoadStaticPuzzleData();
}
for (int32_t i = 0; i < BX_COUNTOF(staticData.Cards); ++i)
{
ImGui::Separator();
Generated::StaticPuzzleCard& card = staticData.Cards[i];
ImGui::PushID(i);
char cardName[64]{0};
bx::snprintf(cardName, sizeof(cardName), "%i", i);
ImGui::Selectable(cardName);
if (ImGui::BeginDragDropSource())
{
Puzzle::SaveStaticPuzzleData();
}
ImGui::SameLine();
if (ImGui::Button("Reload"))
{
Puzzle::LoadStaticPuzzleData();
Puzzle::DrawCard(card, debug.DebugCardRotation, ImGui::GetCursorScreenPos());
ImGui::SetDragDropPayload("cardtype", &i, sizeof(i));
ImGui::EndDragDropSource();
}
for (int32_t i = 0; i < BX_COUNTOF(staticData.Cards); ++i)
Tools::ModelDropdown(card.ModelHandle);
for (int8_t y = 0; y < Puzzle::Config::CardSize; ++y)
{
ImGui::Separator();
Generated::StaticPuzzleCard& card = staticData.Cards[i];
ImGui::PushID(i);
char cardName[64]{0};
bx::snprintf(cardName, sizeof(cardName), "%i", i);
ImGui::Selectable(cardName);
if (ImGui::BeginDragDropSource())
ImGui::PushID(y);
for (int8_t x = 0; x < Puzzle::Config::CardSize; ++x)
{
Puzzle::DrawCard(card, debug.DebugCardRotation, ImGui::GetCursorScreenPos());
ImGui::SetDragDropPayload("cardtype", &i, sizeof(i));
ImGui::EndDragDropSource();
}
Tools::ModelDropdown(card.ModelHandle);
for (int8_t y = 0; y < Puzzle::Config::CardSize; ++y)
{
ImGui::PushID(y);
for (int8_t x = 0; x < Puzzle::Config::CardSize; ++x)
if (x > 0) ImGui::SameLine();
ImGui::PushID(x);
auto& node = Puzzle::EditCardNodeAt(card, 0, x, y);
if (ImGui::Button(Generated::PuzzleElementType::ShortName[node], {26, 24}))
{
if (x > 0) ImGui::SameLine();
ImGui::PushID(x);
auto& node = Puzzle::EditCardNodeAt(card, 0, x, y);
if (ImGui::Button(Generated::PuzzleElementType::ShortName[node], {26, 24}))
int32_t newVal = int32_t(node) + 1;
if (newVal >= Generated::PuzzleElementType::EntryCount)
{
int32_t newVal = int32_t(node) + 1;
if (newVal >= Generated::PuzzleElementType::EntryCount)
{
newVal = 0;
}
node = Generated::PuzzleElementType::Enum(newVal);
newVal = 0;
}
ImGui::PopID();
node = Generated::PuzzleElementType::Enum(newVal);
}
ImGui::PopID();
}
ImGui::PopID();
}
ImGui::PopID();
}
ImGui::End();
}
ImGui::End();
}
void GameRendering::Update()
{
ZoneScopedN("Rendering");
SharedData& shared = GetShared();
HandleEvents();
// Start Rendering
{
ZoneScopedN("Imgui Start Frame");
imguiBeginFrame(20);
ImGui_ImplSDL3_NewFrame();
ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
}
if (UIVisible == UIVisibilityState::Debug)
{
RenderDebugUI();
}
GetInstance().GameLevel.Update();
GetInstance().GameLevel.Render(MainViewID, Models, Materials);
// Finish Frame
imguiEndFrame();
{
ZoneScopedN("Imgui End Frame");
imguiEndFrame();
}
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ZoneScopedN("Imgui Platform Update");
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
START_PERF();
bgfx::frame();
END_PERF(shared.Window.PerfCounters, PerfCounterType::Submit, shared.Window.FrameCounter);
{
ZoneScopedN("BGFX Frame");
START_PERF();
bgfx::frame();
END_PERF(shared.Window.PerfCounters, PerfCounterType::Submit, shared.Window.FrameCounter);
}
}
void GameRendering::Shutdown()
{
ZoneScopedN("Shutdown");
LOG("--- RENDERING_SHUTDOWN ---");
ImGui::SaveIniSettingsToDisk("imgui.ini");
auto& debug = GetInstance().DebugData;

View File

@@ -105,7 +105,7 @@ namespace Game
Model Models[MaxModels];
int32_t LastWidth = 0;
int32_t LastHeight = 0;
uint32_t ResetFlags = BGFX_RESET_VSYNC;
uint32_t ResetFlags = 0; // BGFX_RESET_VSYNC;
uint16_t MainViewID = 10;
float LastShaderLoadTime = 0.0f;
int32_t DitherRecursion = 1;
@@ -115,6 +115,8 @@ namespace Game
public:
void Setup();
void Update();
void HandleEvents();
void RenderDebugUI();
void Shutdown();
uint16_t GetModelHandleFromPath(const char* path);
};

BIN
tools/tracy/tracy-capture.exe LFS Normal file

Binary file not shown.

BIN
tools/tracy/tracy-csvexport.exe LFS Normal file

Binary file not shown.

Binary file not shown.

BIN
tools/tracy/tracy-profiler.exe LFS Normal file

Binary file not shown.

BIN
tools/tracy/tracy-update.exe LFS Normal file

Binary file not shown.