Пример #1
0
float Performance::_get_node_count() const {
	MainLoop *ml = OS::get_singleton()->get_main_loop();
	SceneTree *sml = Object::cast_to<SceneTree>(ml);
	if (!sml)
		return 0;
	return sml->get_node_count();
}
Пример #2
0
float Performance::get_monitor(Monitor p_monitor) const {

	switch (p_monitor) {
		case TIME_FPS: return Engine::get_singleton()->get_frames_per_second();
		case TIME_PROCESS: return _process_time;
		case TIME_PHYSICS_PROCESS: return _physics_process_time;
		case MEMORY_STATIC: return Memory::get_mem_usage();
		case MEMORY_DYNAMIC: return MemoryPool::total_memory;
		case MEMORY_STATIC_MAX: return Memory::get_mem_max_usage();
		case MEMORY_DYNAMIC_MAX: return MemoryPool::max_memory;
		case MEMORY_MESSAGE_BUFFER_MAX: return MessageQueue::get_singleton()->get_max_buffer_usage();
		case OBJECT_COUNT: return ObjectDB::get_object_count();
		case OBJECT_RESOURCE_COUNT: return ResourceCache::get_cached_resource_count();
		case OBJECT_NODE_COUNT: {

			MainLoop *ml = OS::get_singleton()->get_main_loop();
			SceneTree *sml = Object::cast_to<SceneTree>(ml);
			if (!sml)
				return 0;
			return sml->get_node_count();
		};
		case RENDER_OBJECTS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_OBJECTS_IN_FRAME);
		case RENDER_VERTICES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_VERTICES_IN_FRAME);
		case RENDER_MATERIAL_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
		case RENDER_SHADER_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
		case RENDER_SURFACE_CHANGES_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
		case RENDER_DRAW_CALLS_IN_FRAME: return VS::get_singleton()->get_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
		case RENDER_VIDEO_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VIDEO_MEM_USED);
		case RENDER_TEXTURE_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_TEXTURE_MEM_USED);
		case RENDER_VERTEX_MEM_USED: return VS::get_singleton()->get_render_info(VS::INFO_VERTEX_MEM_USED);
		case RENDER_USAGE_VIDEO_MEM_TOTAL: return VS::get_singleton()->get_render_info(VS::INFO_USAGE_VIDEO_MEM_TOTAL);
		case PHYSICS_2D_ACTIVE_OBJECTS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ACTIVE_OBJECTS);
		case PHYSICS_2D_COLLISION_PAIRS: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_COLLISION_PAIRS);
		case PHYSICS_2D_ISLAND_COUNT: return Physics2DServer::get_singleton()->get_process_info(Physics2DServer::INFO_ISLAND_COUNT);
		case PHYSICS_3D_ACTIVE_OBJECTS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ACTIVE_OBJECTS);
		case PHYSICS_3D_COLLISION_PAIRS: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_COLLISION_PAIRS);
		case PHYSICS_3D_ISLAND_COUNT: return PhysicsServer::get_singleton()->get_process_info(PhysicsServer::INFO_ISLAND_COUNT);
		case AUDIO_OUTPUT_LATENCY: return AudioServer::get_singleton()->get_output_latency();

		default: {}
	}

	return 0;
}