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path: root/builtin/profiler/sampling.lua
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--Minetest
--Copyright (C) 2016 T4im
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
local setmetatable = setmetatable
local pairs, format = pairs, string.format
local min, max, huge = math.min, math.max, math.huge
local core = core

local profiler = ...
-- Split sampler and profile up, to possibly allow for rotation later.
local sampler = {}
local profile
local stats_total
local logged_time, logged_data

local _stat_mt = {
	get_time_avg = function(self)
		return self.time_all/self.samples
	end,
	get_part_avg = function(self)
		if not self.part_all then
			return 100 -- Extra handling for "total"
		end
		return self.part_all/self.samples
	end,
}
_stat_mt.__index = _stat_mt

function sampler.reset()
	-- Accumulated logged time since last sample.
	-- This helps determining, the relative time a mod used up.
	logged_time = 0
	-- The measurements taken through instrumentation since last sample.
	logged_data = {}

	profile = {
		-- Current mod statistics (max/min over the entire mod lifespan)
		-- Mod specific instrumentation statistics are nested within.
		stats = {},
		-- Current stats over all mods.
		stats_total = setmetatable({
			samples = 0,
			time_min = huge,
			time_max = 0,
			time_all = 0,
			part_min = 100,
			part_max = 100
		}, _stat_mt)
	}
	stats_total = profile.stats_total

	-- Provide access to the most recent profile.
	sampler.profile = profile
end

---
-- Log a measurement for the sampler to pick up later.
-- Keep `log` and its often called functions lean.
-- It will directly add to the instrumentation overhead.
--
function sampler.log(modname, instrument_name, time_diff)
	if time_diff <= 0 then
		if time_diff < 0 then
			-- This **might** have happened on a semi-regular basis with huge mods,
			-- resulting in negative statistics (perhaps midnight time jumps or ntp corrections?).
			core.log("warning", format(
					"Time travel of %s::%s by %dµs.",
					modname, instrument_name, time_diff
			))
		end
		-- Throwing these away is better, than having them mess with the overall result.
		return
	end

	local mod_data = logged_data[modname]
	if mod_data == nil then
		mod_data = {}
		logged_data[modname] = mod_data
	end

	mod_data[instrument_name] = (mod_data[instrument_name] or 0) + time_diff
	-- Update logged time since last sample.
	logged_time = logged_time + time_diff
end

---
-- Return a requested statistic.
-- Initialize if necessary.
--
local function get_statistic(stats_table, name)
	local statistic = stats_table[name]
	if statistic == nil then
		statistic = setmetatable({
			samples = 0,
			time_min = huge,
			time_max = 0,
			time_all = 0,
			part_min = 100,
			part_max = 0,
			part_all = 0,
		}, _stat_mt)
		stats_table[name] = statistic
	end
	return statistic
end

---
-- Update a statistic table
--
local function update_statistic(stats_table, time)
	stats_table.samples = stats_table.samples + 1

	-- Update absolute time (µs) spend by the subject
	stats_table.time_min = min(stats_table.time_min, time)
	stats_table.time_max = max(stats_table.time_max, time)
	stats_table.time_all = stats_table.time_all + time

	-- Update relative time (%) of this sample spend by the subject
	local current_part = (time/logged_time) * 100
	stats_table.part_min = min(stats_table.part_min, current_part)
	stats_table.part_max = max(stats_table.part_max, current_part)
	stats_table.part_all = stats_table.part_all + current_part
end

---
-- Sample all logged measurements each server step.
-- Like any globalstep function, this should not be too heavy,
-- but does not add to the instrumentation overhead.
--
local function sample(dtime)
	-- Rare, but happens and is currently of no informational value.
	if logged_time == 0 then
		return
	end

	for modname, instruments in pairs(logged_data) do
		local mod_stats = get_statistic(profile.stats, modname)
		if mod_stats.instruments == nil then
			-- Current statistics for each instrumentation component
			mod_stats.instruments = {}
		end

		local mod_time = 0
		for instrument_name, time in pairs(instruments) do
			if time > 0 then
				mod_time = mod_time + time
				local instrument_stats = get_statistic(mod_stats.instruments, instrument_name)

				-- Update time of this sample spend by the instrumented function.
				update_statistic(instrument_stats, time)
				-- Reset logged data for the next sample.
				instruments[instrument_name] = 0
			end
		end

		-- Update time of this sample spend by this mod.
		update_statistic(mod_stats, mod_time)
	end

	-- Update the total time spend over all mods.
	stats_total.time_min = min(stats_total.time_min, logged_time)
	stats_total.time_max = max(stats_total.time_max, logged_time)
	stats_total.time_all = stats_total.time_all + logged_time

	stats_total.samples = stats_total.samples + 1
	logged_time = 0
end

---
-- Setup empty profile and register the sampling function
--
function sampler.init()
	sampler.reset()

	if core.settings:get_bool("instrument.profiler") then
		core.register_globalstep(function()
			if logged_time == 0 then
				return
			end
			return profiler.empty_instrument()
		end)
		core.register_globalstep(profiler.instrument {
			func = sample,
			mod = "*profiler*",
			class = "Sampler (update stats)",
			label = false,
		})
	else
		core.register_globalstep(sample)
	end
end

return sampler
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013 Kahrl <kahrl@gmx.net>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "shader.h"
#include "irrlichttypes_extrabloated.h"
#include "debug.h"
#include "main.h" // for g_settings
#include "filesys.h"
#include "util/container.h"
#include "util/thread.h"
#include "settings.h"
#include <iterator>
#include <ICameraSceneNode.h>
#include <IGPUProgrammingServices.h>
#include <IMaterialRenderer.h>
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "EShaderTypes.h"
#include "log.h"
#include "gamedef.h"
#include "strfnd.h" // trim()

/*
	A cache from shader name to shader path
*/
MutexedMap<std::string, std::string> g_shadername_to_path_cache;

/*
	Gets the path to a shader by first checking if the file
	  name_of_shader/filename
	exists in shader_path and if not, using the data path.

	If not found, returns "".

	Utilizes a thread-safe cache.
*/
std::string getShaderPath(const std::string &name_of_shader,
		const std::string &filename)
{
	std::string combined = name_of_shader + DIR_DELIM + filename;
	std::string fullpath = "";
	/*
		Check from cache
	*/
	bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
	if(incache)
		return fullpath;

	/*
		Check from shader_path
	*/
	std::string shader_path = g_settings->get("shader_path");
	if(shader_path != "")
	{
		std::string testpath = shader_path + DIR_DELIM + combined;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	/*
		Check from default data directory
	*/
	if(fullpath == "")
	{
		std::string rel_path = std::string("client") + DIR_DELIM
				+ "shaders" + DIR_DELIM
				+ name_of_shader + DIR_DELIM
				+ filename;
		std::string testpath = porting::path_share + DIR_DELIM + rel_path;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	// Add to cache (also an empty result is cached)
	g_shadername_to_path_cache.set(combined, fullpath);

	// Finally return it
	return fullpath;
}

/*
	SourceShaderCache: A cache used for storing source shaders.
*/

class SourceShaderCache
{
public:
	void insert(const std::string &name_of_shader,
			const std::string &filename,
			const std::string &program,
			bool prefer_local)
	{
		std::string combined = name_of_shader + DIR_DELIM + filename;
		// Try to use local shader instead if asked to
		if(prefer_local){
			std::string path = getShaderPath(name_of_shader, filename);
			if(path != ""){
				std::string p = readFile(path);
				if(p != ""){
					m_programs[combined] = p;
					return;
				}
			}
		}
		m_programs[combined] = program;
	}
	std::string get(const std::string &name_of_shader,
			const std::string &filename)
	{
		std::string combined = name_of_shader + DIR_DELIM + filename;
		std::map<std::string, std::string>::iterator n;
		n = m_programs.find(combined);
		if(n != m_programs.end())
			return n->second;
		return "";
	}
	// Primarily fetches from cache, secondarily tries to read from filesystem
	std::string getOrLoad(const std::string &name_of_shader,
			const std::string &filename)
	{
		std::string combined = name_of_shader + DIR_DELIM + filename;
		std::map<std::string, std::string>::iterator n;
		n = m_programs.find(combined);
		if(n != m_programs.end())
			return n->second;
		std::string path = getShaderPath(name_of_shader, filename);
		if(path == ""){
			infostream<<"SourceShaderCache::getOrLoad(): No path found for \""
					<<combined<<"\""<<std::endl;
			return "";
		}
		infostream<<"SourceShaderCache::getOrLoad(): Loading path \""<<path
				<<"\""<<std::endl;
		std::string p = readFile(path);
		if(p != ""){
			m_programs[combined] = p;
			return p;
		}
		return "";
	}
private:
	std::map<std::string, std::string> m_programs;
	std::string readFile(const std::string &path)
	{
		std::ifstream is(path.c_str(), std::ios::binary);
		if(!is.is_open())
			return "";
		std::ostringstream tmp_os;
		tmp_os << is.rdbuf();
		return tmp_os.str();
	}
};

/*
	ShaderCallback: Sets constants that can be used in shaders
*/

class IShaderConstantSetterRegistry
{
public:
	virtual ~IShaderConstantSetterRegistry(){};
	virtual void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel, const std::string &name) = 0;
};

class ShaderCallback : public video::IShaderConstantSetCallBack
{
	IShaderConstantSetterRegistry *m_scsr;
	std::string m_name;

public:
	ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
		m_scsr(scsr),
		m_name(name)
	{}
	~ShaderCallback() {}

	virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
	{
		video::IVideoDriver *driver = services->getVideoDriver();
		assert(driver);

		bool is_highlevel = userData;

		m_scsr->onSetConstants(services, is_highlevel, m_name);
	}
};

/*
	MainShaderConstantSetter: Set basic constants required for almost everything
*/

class MainShaderConstantSetter : public IShaderConstantSetter
{
public:
	MainShaderConstantSetter(IrrlichtDevice *device)
	{}
	~MainShaderConstantSetter() {}

	virtual void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel)
	{
		video::IVideoDriver *driver = services->getVideoDriver();
		assert(driver);

		// set inverted world matrix
		core::matrix4 invWorld = driver->getTransform(video::ETS_WORLD);
		invWorld.makeInverse();
		if(is_highlevel)
			services->setVertexShaderConstant("mInvWorld", invWorld.pointer(), 16);
		else
			services->setVertexShaderConstant(invWorld.pointer(), 0, 4);

		// set clip matrix
		core::matrix4 worldViewProj;
		worldViewProj = driver->getTransform(video::ETS_PROJECTION);
		worldViewProj *= driver->getTransform(video::ETS_VIEW);
		worldViewProj *= driver->getTransform(video::ETS_WORLD);
		if(is_highlevel)
			services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
		else
			services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);

		// set transposed world matrix
		core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
		transWorld = transWorld.getTransposed();
		if(is_highlevel)
			services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
		else
			services->setVertexShaderConstant(transWorld.pointer(), 8, 4);

		// set world matrix
		core::matrix4 world = driver->getTransform(video::ETS_WORLD);
		if(is_highlevel)
			services->setVertexShaderConstant("mWorld", world.pointer(), 16);
		else
			services->setVertexShaderConstant(world.pointer(), 8, 4);

	}
};

/*
	ShaderSource
*/

class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
{
public:
	ShaderSource(IrrlichtDevice *device);
	~ShaderSource();

	/*
		Gets a shader material id from cache or
		- if main thread, from getShaderIdDirect
		- if other thread, adds to request queue and waits for main thread
	*/
	u32 getShaderId(const std::string &name);

	/*
		- If shader material specified by name is found from cache,
		  return the cached id.
		- Otherwise generate the shader material, add to cache and return id.

		The id 0 points to a null shader. Its material is EMT_SOLID.
	*/
	u32 getShaderIdDirect(const std::string &name);

	// Finds out the name of a cached shader.
	std::string getShaderName(u32 id);

	/*
		If shader specified by the name pointed by the id doesn't
		exist, create it, then return the cached shader.

		Can be called from any thread. If called from some other thread
		and not found in cache, the call is queued to the main thread
		for processing.
	*/
	ShaderInfo getShader(u32 id);

	ShaderInfo getShader(const std::string &name)
	{
		return getShader(getShaderId(name));
	}

	// Processes queued shader requests from other threads.
	// Shall be called from the main thread.
	void processQueue();

	// Insert a shader program into the cache without touching the
	// filesystem. Shall be called from the main thread.
	void insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::string &program);

	// Rebuild shaders from the current set of source shaders
	// Shall be called from the main thread.
	void rebuildShaders();

	void addGlobalConstantSetter(IShaderConstantSetter *setter)
	{
		m_global_setters.push_back(setter);
	}

	void onSetConstants(video::IMaterialRendererServices *services,
			bool is_highlevel, const std::string &name);

private:

	// The id of the thread that is allowed to use irrlicht directly
	threadid_t m_main_thread;
	// The irrlicht device
	IrrlichtDevice *m_device;
	// The set-constants callback
	ShaderCallback *m_shader_callback;

	// Cache of source shaders
	// This should be only accessed from the main thread
	SourceShaderCache m_sourcecache;

	// A shader id is index in this array.
	// The first position contains a dummy shader.
	std::vector<ShaderInfo> m_shaderinfo_cache;
	// Maps a shader name to an index in the former.
	std::map<std::string, u32> m_name_to_id;
	// The two former containers are behind this mutex
	JMutex m_shaderinfo_cache_mutex;

	// Queued shader fetches (to be processed by the main thread)
	RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;

	// Global constant setters
	// TODO: Delete these in the destructor
	std::vector<IShaderConstantSetter*> m_global_setters;
};

IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
{
	return new ShaderSource(device);
}

/*
	Generate shader given the shader name.
*/
ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
		video::IShaderConstantSetCallBack *callback,
		SourceShaderCache *sourcecache);

/*
	Load shader programs
*/
void load_shaders(std::string name, SourceShaderCache *sourcecache,
		video::E_DRIVER_TYPE drivertype, bool enable_shaders,
		std::string &vertex_program, std::string &pixel_program,
		std::string &geometry_program, bool &is_highlevel);

ShaderSource::ShaderSource(IrrlichtDevice *device):
		m_device(device)
{
	assert(m_device);

	m_shader_callback = new ShaderCallback(this, "default");

	m_main_thread = get_current_thread_id();

	// Add a dummy ShaderInfo as the first index, named ""
	m_shaderinfo_cache.push_back(ShaderInfo());
	m_name_to_id[""] = 0;

	// Add main global constant setter
	addGlobalConstantSetter(new MainShaderConstantSetter(device));
}

ShaderSource::~ShaderSource()
{
	//m_shader_callback->drop();

	for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
			iter != m_global_setters.end(); iter++) {
		delete *iter;
	}
	m_global_setters.clear();
}

u32 ShaderSource::getShaderId(const std::string &name)
{
	//infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;

	{
		/*
			See if shader already exists
		*/
		JMutexAutoLock lock(m_shaderinfo_cache_mutex);
		std::map<std::string, u32>::iterator n;
		n = m_name_to_id.find(name);
		if(n != m_name_to_id.end())
			return n->second;
	}

	/*
		Get shader
	*/
	if(get_current_thread_id() == m_main_thread){
		return getShaderIdDirect(name);
	} else {
		/*errorstream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;*/

		// We're gonna ask the result to be put into here

		static ResultQueue<std::string, u32, u8, u8> result_queue;

		// Throw a request in
		m_get_shader_queue.add(name, 0, 0, &result_queue);

		/* infostream<<"Waiting for shader from main thread, name=\""
				<<name<<"\""<<std::endl;*/

		while(true) {
			GetResult<std::string, u32, u8, u8>
				result = result_queue.pop_frontNoEx();

			if (result.key == name) {
				return result.item;
			}
			else {
				errorstream << "Got shader with invalid name: " << result.key << std::endl;
			}
		}

	}

	infostream<<"getShaderId(): Failed"<<std::endl;

	return 0;
}

/*
	This method generates all the shaders
*/
u32 ShaderSource::getShaderIdDirect(const std::string &name)
{
	//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;

	// Empty name means shader 0
	if(name == ""){
		infostream<<"getShaderIdDirect(): name is empty"<<std::endl;
		return 0;
	}

	/*
		Calling only allowed from main thread
	*/
	if(get_current_thread_id() != m_main_thread){
		errorstream<<"ShaderSource::getShaderIdDirect() "
				"called not from main thread"<<std::endl;
		return 0;
	}

	/*
		See if shader already exists
	*/
	{
		JMutexAutoLock lock(m_shaderinfo_cache_mutex);

		std::map<std::string, u32>::iterator n;
		n = m_name_to_id.find(name);
		if(n != m_name_to_id.end()){
			/*infostream<<"getShaderIdDirect(): \""<<name
					<<"\" found in cache"<<std::endl;*/
			return n->second;
		}
	}

	/*infostream<<"getShaderIdDirect(): \""<<name
			<<"\" NOT found in cache. Creating it."<<std::endl;*/

	ShaderInfo info = generate_shader(name, m_device,
			m_shader_callback, &m_sourcecache);

	/*
		Add shader to caches (add dummy shaders too)
	*/

	JMutexAutoLock lock(m_shaderinfo_cache_mutex);

	u32 id = m_shaderinfo_cache.size();
	m_shaderinfo_cache.push_back(info);
	m_name_to_id[name] = id;

	/*infostream<<"getShaderIdDirect(): "
			<<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/

	return id;
}

std::string ShaderSource::getShaderName(u32 id)
{
	JMutexAutoLock lock(m_shaderinfo_cache_mutex);

	if(id >= m_shaderinfo_cache.size()){
		errorstream<<"ShaderSource::getShaderName(): id="<<id
				<<" >= m_shaderinfo_cache.size()="
				<<m_shaderinfo_cache.size()<<std::endl;
		return "";
	}

	return m_shaderinfo_cache[id].name;
}

ShaderInfo ShaderSource::getShader(u32 id)
{
	JMutexAutoLock lock(m_shaderinfo_cache_mutex);

	if(id >= m_shaderinfo_cache.size())
		return ShaderInfo();

	return m_shaderinfo_cache[id];
}

void ShaderSource::processQueue()
{
	/*
		Fetch shaders
	*/
	//NOTE this is only thread safe for ONE consumer thread!
	if(!m_get_shader_queue.empty()){
		GetRequest<std::string, u32, u8, u8>
				request = m_get_shader_queue.pop();

		/**errorstream<<"ShaderSource::processQueue(): "
				<<"got shader request with "
				<<"name=\""<<request.key<<"\""
				<<std::endl;**/

		m_get_shader_queue.pushResult(request,getShaderIdDirect(request.key));
	}
}

void ShaderSource::insertSourceShader(const std::string &name_of_shader,
		const std::string &filename, const std::string &program)
{
	/*infostream<<"ShaderSource::insertSourceShader(): "
			"name_of_shader=\""<<name_of_shader<<"\", "
			"filename=\""<<filename<<"\""<<std::endl;*/

	assert(get_current_thread_id() == m_main_thread);

	m_sourcecache.insert(name_of_shader, filename, program, true);
}

void ShaderSource::rebuildShaders()
{
	JMutexAutoLock lock(m_shaderinfo_cache_mutex);

	/*// Oh well... just clear everything, they'll load sometime.
	m_shaderinfo_cache.clear();
	m_name_to_id.clear();*/

	/*
		FIXME: Old shader materials can't be deleted in Irrlicht,
		or can they?
		(This would be nice to do in the destructor too)
	*/

	// Recreate shaders
	for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
		ShaderInfo *info = &m_shaderinfo_cache[i];
		if(info->name != ""){
			*info = generate_shader(info->name, m_device,
					m_shader_callback, &m_sourcecache);
		}
	}
}

void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
		bool is_highlevel, const std::string &name)
{
	for(u32 i=0; i<m_global_setters.size(); i++){
		IShaderConstantSetter *setter = m_global_setters[i];
		setter->onSetConstants(services, is_highlevel);
	}
}

ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
		video::IShaderConstantSetCallBack *callback,
		SourceShaderCache *sourcecache)
{