89 lines
4.2 KiB
Lua
89 lines
4.2 KiB
Lua
---Profiler API documentation
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---Functions for getting profiling data in runtime.
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---More detailed profiling <https://www.defold.com/manuals/profiling/> and debugging <http://www.defold.com/manuals/debugging/> information available in the manuals.
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---@class profiler
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profiler = {}
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---pause on current frame
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profiler.MODE_PAUSE = nil
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---start recording
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profiler.MODE_RECORD = nil
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---continously show latest frame
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profiler.MODE_RUN = nil
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---pause at peak frame
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profiler.MODE_SHOW_PEAK_FRAME = nil
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---show full profiler ui
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profiler.VIEW_MODE_FULL = nil
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---show mimimal profiler ui
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profiler.VIEW_MODE_MINIMIZED = nil
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---Creates and shows or hides and destroys the on-sceen profiler ui
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---The profiler is a real-time tool that shows the numbers of milliseconds spent
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---in each scope per frame as well as counters. The profiler is very useful for
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---tracking down performance and resource problems.
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---@param enabled boolean # true to enable, false to disable
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function profiler.enable_ui(enabled) end
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---Get the percent of CPU usage by the application, as reported by the OS.
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--- This function is not available on HTML5.
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---For some platforms ( Android, Linux and Windows), this information is only available
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---by default in the debug version of the engine. It can be enabled in release version as well
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---by checking track_cpu under profiler in the game.project file.
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---(This means that the engine will sample the CPU usage in intervalls during execution even in release mode.)
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---@return number # of CPU used by the application
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function profiler.get_cpu_usage() end
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---Get the amount of memory used (resident/working set) by the application in bytes, as reported by the OS.
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--- This function is not available on HTML5.
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---The values are gathered from internal OS functions which correspond to the following;
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---
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---OS Value
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--- iOS MacOSAndrod Linux <https://en.wikipedia.org/wiki/Resident_set_size> Resident memory
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--- Windows <https://en.wikipedia.org/wiki/Working_set> Working set
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--- HTML5 Not available
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---@return number # used by the application
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function profiler.get_memory_usage() end
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---Send a text to the profiler
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---@param text string # the string to send to the profiler
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function profiler.log_text(text) end
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---Get the number of recorded frames in the on-screen profiler ui recording buffer
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---@return number # the number of recorded frames, zero if on-screen profiler is disabled
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function profiler.recorded_frame_count() end
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---Starts a profile scope.
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---@param name string # The name of the scope
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function profiler.scope_begin(name) end
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---End the current profile scope.
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function profiler.scope_end() end
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---Set the on-screen profile mode - run, pause, record or show peak frame
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---@param mode constant # the mode to set the ui profiler in
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function profiler.set_ui_mode(mode) end
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---Set the on-screen profile view mode - minimized or expanded
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---@param mode constant # the view mode to set the ui profiler in
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function profiler.set_ui_view_mode(mode) end
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---Shows or hides the time the engine waits for vsync in the on-screen profiler
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---Each frame the engine waits for vsync and depending on your vsync settings and how much time
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---your game logic takes this time can dwarf the time in the game logic making it hard to
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---see details in the on-screen profiler graph and lists.
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---Also, by hiding this the FPS times in the header show the time spent each time excuding the
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---time spent waiting for vsync. This shows you how long time your game is spending actively
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---working each frame.
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---This setting also effects the display of recorded frames but does not affect the actual
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---recorded frames so it is possible to toggle this on and off when viewing recorded frames.
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---By default the vsync wait times is displayed in the profiler.
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---@param visible boolean # true to include it in the display, false to hide it.
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function profiler.set_ui_vsync_wait_visible(visible) end
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---Pauses and displays a frame from the recording buffer in the on-screen profiler ui
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---The frame to show can either be an absolute frame or a relative frame to the current frame.
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---@param frame_index table # a table where you specify one of the following parameters:
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function profiler.view_recorded_frame(frame_index) end
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return profiler |