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      1 /*******************************************************************************
      2  * Copyright 2011 See AUTHORS file.
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *   http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  ******************************************************************************/
     16 
     17 package com.badlogic.gdx.graphics.profiling;
     18 
     19 import static com.badlogic.gdx.graphics.GL20.GL_INVALID_ENUM;
     20 import static com.badlogic.gdx.graphics.GL20.GL_INVALID_FRAMEBUFFER_OPERATION;
     21 import static com.badlogic.gdx.graphics.GL20.GL_INVALID_OPERATION;
     22 import static com.badlogic.gdx.graphics.GL20.GL_INVALID_VALUE;
     23 import static com.badlogic.gdx.graphics.GL20.GL_OUT_OF_MEMORY;
     24 
     25 import com.badlogic.gdx.Gdx;
     26 import com.badlogic.gdx.math.FloatCounter;
     27 
     28 /** When enabled, collects statistics about GL calls and checks for GL errors.
     29  * Enabling will wrap Gdx.gl* instances with delegate classes which provide described functionality
     30  * and route GL calls to the actual GL instances.
     31  *
     32  * @see GL20Profiler
     33  * @see GL30Profiler
     34  *
     35  * @author Daniel Holderbaum
     36  * @author Jan Polk */
     37 public abstract class GLProfiler {
     38 
     39 	/** All calls to any GL function since the last reset. */
     40 	public static int calls;
     41 
     42 	/** The amount of times a texture binding has happened since the last reset. */
     43 	public static int textureBindings;
     44 
     45 	/** The amount of draw calls that happened since the last reset. */
     46 	public static int drawCalls;
     47 
     48 	/** The amount of times a shader was switched since the last reset. */
     49 	public static int shaderSwitches;
     50 
     51 	/** The amount rendered vertices since the last reset. */
     52 	public static final FloatCounter vertexCount = new FloatCounter(0);
     53 
     54 	public static String resolveErrorNumber (int error) {
     55 		switch (error) {
     56 		case GL_INVALID_VALUE:
     57 			return "GL_INVALID_VALUE";
     58 		case GL_INVALID_OPERATION:
     59 			return "GL_INVALID_OPERATION";
     60 		case GL_INVALID_FRAMEBUFFER_OPERATION:
     61 			return "GL_INVALID_FRAMEBUFFER_OPERATION";
     62 		case GL_INVALID_ENUM:
     63 			return "GL_INVALID_ENUM";
     64 		case GL_OUT_OF_MEMORY:
     65 			return "GL_OUT_OF_MEMORY";
     66 		default:
     67 			return "number " + error;
     68 		}
     69 	}
     70 
     71 	/** This listener will be called when GLProfiler is enabled and any GL call sets an error number (retrievable by glGetError call).
     72 	 *
     73 	 * Default is {@link GLErrorListener#LOGGING_LISTENER}. */
     74 	public static GLErrorListener listener = GLErrorListener.LOGGING_LISTENER;
     75 
     76 	/** Enables profiling by replacing the {@code GL20} and {@code GL30} instances with profiling ones. */
     77 	public static void enable () {
     78 		if (!isEnabled()) {
     79 			Gdx.gl30 = Gdx.gl30 == null ? null : new GL30Profiler(Gdx.gl30);
     80 			Gdx.gl20 = Gdx.gl30 != null ? Gdx.gl30 : new GL20Profiler(Gdx.gl20);
     81 			Gdx.gl = Gdx.gl20;
     82 		}
     83 	}
     84 
     85 	/** Disables profiling by resetting the {@code GL20} and {@code GL30} instances with the original ones. */
     86 	public static void disable () {
     87 		if (Gdx.gl30 != null && Gdx.gl30 instanceof GL30Profiler) Gdx.gl30 = ((GL30Profiler)Gdx.gl30).gl30;
     88 		if (Gdx.gl20 != null && Gdx.gl20 instanceof GL20Profiler) Gdx.gl20 = ((GL20Profiler)Gdx.gl).gl20;
     89 		if (Gdx.gl != null && Gdx.gl instanceof GL20Profiler) Gdx.gl = ((GL20Profiler)Gdx.gl).gl20;
     90 	}
     91 
     92 	/** @return Whether profiling is currently enabled */
     93 	public static boolean isEnabled() {
     94 		return Gdx.gl30 instanceof GL30Profiler || Gdx.gl20 instanceof GL20Profiler;
     95 	}
     96 
     97 	/** Will reset the statistical information which has been collected so far. This should be called after every frame.
     98 	 * Error listener is kept as it is. */
     99 	public static void reset () {
    100 		calls = 0;
    101 		textureBindings = 0;
    102 		drawCalls = 0;
    103 		shaderSwitches = 0;
    104 		vertexCount.reset();
    105 	}
    106 
    107 }
    108