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+/*
+ * Copyright (c) 2009-2010 jMonkeyEngine
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * 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
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * 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 java.util.HashSet;
+
+/**
+ * The statistics class allows tracking of real-time rendering statistics.
+ * <p>
+ * The <code>Statistics</code> can be retrieved by using {@link Renderer#getStatistics() }.
+ *
+ * @author Kirill Vainer
+ */
+public class Statistics {
+
+ protected int numObjects;
+ protected int numTriangles;
+ protected int numVertices;
+ protected int numShaderSwitches;
+ protected int numTextureBinds;
+ protected int numFboSwitches;
+ protected int numUniformsSet;
+
+ protected int memoryShaders;
+ protected int memoryFrameBuffers;
+ protected int memoryTextures;
+
+ protected HashSet<Integer> shadersUsed = new HashSet<Integer>();
+ protected HashSet<Integer> texturesUsed = new HashSet<Integer>();
+ protected HashSet<Integer> fbosUsed = new HashSet<Integer>();
+
+ /**
+ * 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.
+ *
+ */
+ public void onMeshDrawn(Mesh mesh, int lod){
+ numObjects ++;
+ numTriangles += mesh.getTriangleCount(lod);
+ numVertices += mesh.getVertexCount();
+ }
+
+ /**
+ * 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 (!shadersUsed.contains(shader.getId()))
+ shadersUsed.add(shader.getId());
+
+ if (wasSwitched)
+ numShaderSwitches++;
+ }
+
+ /**
+ * Called by the Renderer when a uniform was set.
+ */
+ public void onUniformSet(){
+ 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 (!texturesUsed.contains(image.getId()))
+ texturesUsed.add(image.getId());
+
+ 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 (fb != null){
+ assert fb.getId() >= 1;
+
+ if (!fbosUsed.contains(fb.getId()))
+ fbosUsed.add(fb.getId());
+ }
+
+ 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;
+ }
+
+ /**
+ * Called by the Renderer when it creates a new shader
+ */
+ public void onNewShader(){
+ memoryShaders ++;
+ }
+
+ /**
+ * Called by the Renderer when it creates a new texture
+ */
+ public void onNewTexture(){
+ memoryTextures ++;
+ }
+
+ /**
+ * Called by the Renderer when it creates a new framebuffer
+ */
+ public void onNewFrameBuffer(){
+ memoryFrameBuffers ++;
+ }
+
+ /**
+ * Called by the Renderer when it deletes a shader
+ */
+ public void onDeleteShader(){
+ memoryShaders --;
+ }
+
+ /**
+ * Called by the Renderer when it deletes a texture
+ */
+ public void onDeleteTexture(){
+ memoryTextures --;
+ }
+
+ /**
+ * Called by the Renderer when it deletes a framebuffer
+ */
+ public void onDeleteFrameBuffer(){
+ memoryFrameBuffers --;
+ }
+
+ /**
+ * Called when video memory is cleared.
+ */
+ public void clearMemory(){
+ memoryFrameBuffers = 0;
+ memoryShaders = 0;
+ memoryTextures = 0;
+ }
+
+}