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197 lines
6.3 KiB
Markdown
197 lines
6.3 KiB
Markdown
Remotery
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--------
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A realtime CPU/GPU profiler hosted in a single C file with a viewer that runs in a web browser.
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![screenshot](screenshot.png?raw=true)
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Supported features:
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* Lightweight instrumentation of multiple threads running on the CPU.
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* Web viewer that runs in Chrome, Firefox and Safari. Custom WebSockets server
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transmits sample data to the browser on a latent thread.
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* Profiles itself and shows how it's performing in the viewer.
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* Can optionally sample CUDA/D3D11 GPU activity.
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* Console output for logging text.
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* Console input for sending commands to your game.
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Compiling
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---------
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* Windows (MSVC) - add lib/Remotery.c and lib/Remotery.h to your program. Set include
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directories to add Remotery/lib path. The required library ws2_32.lib should be picked
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up through the use of the #pragma comment(lib, "ws2_32.lib") directive in Remotery.c.
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* Mac OS X (XCode) - simply add lib/Remotery.c and lib/Remotery.h to your program.
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* Linux (GCC) - add the source in lib folder. Compilation of the code requires -pthreads for
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library linkage. For example to compile the same run: cc lib/Remotery.c sample/sample.c
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-I lib -pthread -lm
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You can define some extra macros to modify what features are compiled into Remotery:
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Macro Default Description
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RMT_ENABLED <defined> Disable this to not include any bits of Remotery in your build
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RMT_USE_TINYCRT <not defined> Used by the Celtoys TinyCRT library (not released yet)
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RMT_USE_CUDA <not defined> Assuming CUDA headers/libs are setup, allow CUDA profiling
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RMT_USE_D3D11 <not defined> Assuming Direct3D 11 headers/libs are setup, allow D3D11 GPU profiling
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RMT_USE_OPENGL <not defined> Allow OpenGL GPU profiling (standalone except you must link to OpenGL which you already do if you use it)
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Basic Use
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---------
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See the sample directory for further examples. A quick example:
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int main()
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{
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// Create the main instance of Remotery.
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// You need only do this once per program.
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Remotery* rmt;
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rmt_CreateGlobalInstance(&rmt);
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// Explicit begin/end for C
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{
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rmt_BeginCPUSample(LogText);
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rmt_LogText("Time me, please!");
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rmt_EndCPUSample();
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}
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// Scoped begin/end for C++
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{
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rmt_ScopedCPUSample(LogText);
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rmt_LogText("Time me, too!");
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}
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// Destroy the main instance of Remotery.
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rmt_DestroyGlobalInstance(rmt);
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}
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Running the Viewer
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------------------
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Double-click or launch `vis/index.html` from the browser.
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Sampling CUDA GPU activity
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--------------------------
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Remotery allows for profiling multiple threads of CUDA execution using different asynchronous streams
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that must all share the same context. After initialising both Remotery and CUDA you need to bind the
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two together using the call:
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rmtCUDABind bind;
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bind.context = m_Context;
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bind.CtxSetCurrent = &cuCtxSetCurrent;
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bind.CtxGetCurrent = &cuCtxGetCurrent;
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bind.EventCreate = &cuEventCreate;
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bind.EventDestroy = &cuEventDestroy;
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bind.EventRecord = &cuEventRecord;
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bind.EventQuery = &cuEventQuery;
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bind.EventElapsedTime = &cuEventElapsedTime;
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rmt_BindCUDA(&bind);
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Explicitly pointing to the CUDA interface allows Remotery to be included anywhere in your project without
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need for you to link with the required CUDA libraries. After the bind completes you can safely sample any
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CUDA activity:
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CUstream stream;
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// Explicit begin/end for C
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{
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rmt_BeginCUDASample(UnscopedSample, stream);
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// ... CUDA code ...
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rmt_EndCUDASample(stream);
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}
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// Scoped begin/end for C++
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{
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rmt_ScopedCUDASample(ScopedSample, stream);
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// ... CUDA code ...
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}
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Remotery supports only one context for all threads and will use cuCtxGetCurrent and cuCtxSetCurrent to
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ensure the current thread has the context you specify in rmtCUDABind.context.
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Sampling Direct3D 11 GPU activity
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---------------------------------
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Remotery allows sampling of GPU activity on your main D3D11 context. After initialising Remotery, you need
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to bind it to D3D11 with a single call from the thread that owns the device context:
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// Parameters are ID3D11Device* and ID3D11DeviceContext*
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rmt_BindD3D11(d3d11_device, d3d11_context);
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Sampling is then a simple case of:
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// Explicit begin/end for C
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{
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rmt_BeginD3D11Sample(UnscopedSample);
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// ... D3D code ...
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rmt_EndD3D11Sample();
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}
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// Scoped begin/end for C++
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{
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rmt_ScopedD3D11Sample(ScopedSample);
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// ... D3D code ...
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}
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Support for multiple contexts can be added pretty easily if there is demand for the feature. When you shutdown
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your D3D11 device and context, ensure you notify Remotery before shutting down Remotery itself:
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rmt_UnbindD3D11();
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Sampling OpenGL GPU activity
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----------------------------
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Remotery allows sampling of GPU activity on your main OpenGL context. After initialising Remotery, you need
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to bind it to OpenGL with the single call:
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rmt_BindOpenGL();
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Sampling is then a simple case of:
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// Explicit begin/end for C
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{
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rmt_BeginOpenGLSample(UnscopedSample);
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// ... OpenGL code ...
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rmt_EndOpenGLSample();
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}
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// Scoped begin/end for C++
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{
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rmt_ScopedOpenGLSample(ScopedSample);
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// ... OpenGL code ...
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}
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Support for multiple contexts can be added pretty easily if there is demand for the feature. When you shutdown
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your OpenGL device and context, ensure you notify Remotery before shutting down Remotery itself:
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rmt_UnbindOpenGL();
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Applying Configuration Settings
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-------------------------------
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Before creating your Remotery instance, you can configure its behaviour by retrieving its settings object:
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rmtSettings* settings = rmt_Settings();
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Some important settings are:
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// Redirect any Remotery allocations to your own malloc/free, with an additional context pointer
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// that gets passed to your callbacks.
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settings->malloc;
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settings->free;
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settings->mm_context;
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// Specify an input handler that receives text input from the Remotery console, with an additional
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// context pointer that gets passed to your callback.
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settings->input_handler;
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settings->input_handler_context;
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