コード例 #1
0
void DumpShaderPipelineStats(EShaderPlatform Platform)
{
#if ALLOW_DEBUG_FILES
	FDiagnosticTableViewer ShaderTypeViewer(*FDiagnosticTableViewer::GetUniqueTemporaryFilePath(TEXT("ShaderPipelineStats")));

	int32 TotalNumPipelines = 0;
	int32 TotalSize = 0;
	float TotalSizePerType = 0;

	// Write a row of headings for the table's columns.
	ShaderTypeViewer.AddColumn(TEXT("Type"));
	ShaderTypeViewer.AddColumn(TEXT("Shared/Unique"));

	// Exclude compute
	for (int32 Index = 0; Index < SF_NumFrequencies - 1; ++Index)
	{
		ShaderTypeViewer.AddColumn(GetShaderFrequencyString((EShaderFrequency)Index));
	}
	ShaderTypeViewer.CycleRow();

	int32 TotalTypeCount = 0;
	for (TLinkedList<FShaderPipelineType*>::TIterator It(FShaderPipelineType::GetTypeList()); It; It.Next())
	{
		const FShaderPipelineType* Type = *It;

		// Write a row for the shader type.
		ShaderTypeViewer.AddColumn(Type->GetName());
		ShaderTypeViewer.AddColumn(Type->ShouldOptimizeUnusedOutputs() ? TEXT("U") : TEXT("S"));

		for (int32 Index = 0; Index < SF_NumFrequencies - 1; ++Index)
		{
			const FShaderType* ShaderType = Type->GetShader((EShaderFrequency)Index);
			ShaderTypeViewer.AddColumn(ShaderType ? ShaderType->GetName() : TEXT(""));
		}

		ShaderTypeViewer.CycleRow();
	}
#endif
}
コード例 #2
0
ファイル: Shader.cpp プロジェクト: amyvmiwei/UnrealEngine4
void DumpShaderStats( EShaderPlatform Platform, EShaderFrequency Frequency )
{
#if ALLOW_DEBUG_FILES
	FDiagnosticTableViewer ShaderTypeViewer(*FDiagnosticTableViewer::GetUniqueTemporaryFilePath(TEXT("ShaderStats")));

	// Iterate over all shader types and log stats.
	int32 TotalShaderCount		= 0;
	int32 TotalTypeCount			= 0;
	int32 TotalInstructionCount	= 0;
	int32 TotalSize				= 0;
	float TotalSizePerType		= 0;

	// Write a row of headings for the table's columns.
	ShaderTypeViewer.AddColumn(TEXT("Type"));
	ShaderTypeViewer.AddColumn(TEXT("Instances"));
	ShaderTypeViewer.AddColumn(TEXT("Average instructions"));
	ShaderTypeViewer.AddColumn(TEXT("Size"));
	ShaderTypeViewer.AddColumn(TEXT("AvgSizePerInstance"));
	ShaderTypeViewer.CycleRow();

	for( TLinkedList<FShaderType*>::TIterator It(FShaderType::GetTypeList()); It; It.Next() )
	{
		const FShaderType* Type = *It;
		if(Type->GetNumShaders())
		{
			// Calculate the average instruction count and total size of instances of this shader type.
			float AverageNumInstructions	= 0.0f;
			int32 NumInitializedInstructions	= 0;
			int32 Size						= 0;
			int32 NumShaders					= 0;
			for(TMap<FShaderId,FShader*>::TConstIterator ShaderIt(Type->ShaderIdMap);ShaderIt;++ShaderIt)
			{
				const FShader* Shader = ShaderIt.Value();
				// Skip shaders that don't match frequency.
				if( Shader->GetTarget().Frequency != Frequency && Frequency != SF_NumFrequencies )
				{
					continue;
				}
				// Skip shaders that don't match platform.
				if( Shader->GetTarget().Platform != Platform && Platform != SP_NumPlatforms )
				{
					continue;
				}
				NumInitializedInstructions += Shader->GetNumInstructions();
				Size += Shader->GetCode().Num();
				NumShaders++;
			}
			AverageNumInstructions = (float)NumInitializedInstructions / (float)Type->GetNumShaders();
			
			// Only add rows if there is a matching shader.
			if( NumShaders )
			{
				// Write a row for the shader type.
				ShaderTypeViewer.AddColumn(Type->GetName());
				ShaderTypeViewer.AddColumn(TEXT("%u"),NumShaders);
				ShaderTypeViewer.AddColumn(TEXT("%.1f"),AverageNumInstructions);
				ShaderTypeViewer.AddColumn(TEXT("%u"),Size);
				ShaderTypeViewer.AddColumn(TEXT("%.1f"),Size / (float)NumShaders);
				ShaderTypeViewer.CycleRow();

				TotalShaderCount += NumShaders;
				TotalInstructionCount += NumInitializedInstructions;
				TotalTypeCount++;
				TotalSize += Size;
				TotalSizePerType += Size / (float)NumShaders;
			}
		}
	}

	// Write a total row.
	ShaderTypeViewer.AddColumn(TEXT("Total"));
	ShaderTypeViewer.AddColumn(TEXT("%u"),TotalShaderCount);
	ShaderTypeViewer.AddColumn(TEXT("%u"),TotalInstructionCount);
	ShaderTypeViewer.AddColumn(TEXT("%u"),TotalSize);
	ShaderTypeViewer.AddColumn(TEXT("0"));
	ShaderTypeViewer.CycleRow();

	// Write an average row.
	ShaderTypeViewer.AddColumn(TEXT("Average"));
	ShaderTypeViewer.AddColumn(TEXT("%.1f"),TotalShaderCount / (float)TotalTypeCount);
	ShaderTypeViewer.AddColumn(TEXT("%.1f"),(float)TotalInstructionCount / TotalShaderCount);
	ShaderTypeViewer.AddColumn(TEXT("%.1f"),TotalSize / (float)TotalShaderCount);
	ShaderTypeViewer.AddColumn(TEXT("%.1f"),TotalSizePerType / TotalTypeCount);
	ShaderTypeViewer.CycleRow();
#endif
}