sceneInstrumentation.js 20 KB

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  1. import { Tools } from "../Misc/tools.js";
  2. import { PerfCounter } from "../Misc/perfCounter.js";
  3. /**
  4. * This class can be used to get instrumentation data from a Babylon engine
  5. * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#sceneinstrumentation
  6. */
  7. export class SceneInstrumentation {
  8. // Properties
  9. /**
  10. * Gets the perf counter used for active meshes evaluation time
  11. */
  12. get activeMeshesEvaluationTimeCounter() {
  13. return this._activeMeshesEvaluationTime;
  14. }
  15. /**
  16. * Gets the active meshes evaluation time capture status
  17. */
  18. get captureActiveMeshesEvaluationTime() {
  19. return this._captureActiveMeshesEvaluationTime;
  20. }
  21. /**
  22. * Enable or disable the active meshes evaluation time capture
  23. */
  24. set captureActiveMeshesEvaluationTime(value) {
  25. if (value === this._captureActiveMeshesEvaluationTime) {
  26. return;
  27. }
  28. this._captureActiveMeshesEvaluationTime = value;
  29. if (value) {
  30. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(() => {
  31. Tools.StartPerformanceCounter("Active meshes evaluation");
  32. this._activeMeshesEvaluationTime.beginMonitoring();
  33. });
  34. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(() => {
  35. Tools.EndPerformanceCounter("Active meshes evaluation");
  36. this._activeMeshesEvaluationTime.endMonitoring(false);
  37. });
  38. }
  39. else {
  40. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  41. this._onBeforeActiveMeshesEvaluationObserver = null;
  42. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  43. this._onAfterActiveMeshesEvaluationObserver = null;
  44. }
  45. }
  46. /**
  47. * Gets the perf counter used for render targets render time
  48. */
  49. get renderTargetsRenderTimeCounter() {
  50. return this._renderTargetsRenderTime;
  51. }
  52. /**
  53. * Gets the render targets render time capture status
  54. */
  55. get captureRenderTargetsRenderTime() {
  56. return this._captureRenderTargetsRenderTime;
  57. }
  58. /**
  59. * Enable or disable the render targets render time capture
  60. */
  61. set captureRenderTargetsRenderTime(value) {
  62. if (value === this._captureRenderTargetsRenderTime) {
  63. return;
  64. }
  65. this._captureRenderTargetsRenderTime = value;
  66. if (value) {
  67. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(() => {
  68. Tools.StartPerformanceCounter("Render targets rendering");
  69. this._renderTargetsRenderTime.beginMonitoring();
  70. });
  71. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(() => {
  72. Tools.EndPerformanceCounter("Render targets rendering");
  73. this._renderTargetsRenderTime.endMonitoring(false);
  74. });
  75. }
  76. else {
  77. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  78. this._onBeforeRenderTargetsRenderObserver = null;
  79. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  80. this._onAfterRenderTargetsRenderObserver = null;
  81. }
  82. }
  83. /**
  84. * Gets the perf counter used for particles render time
  85. */
  86. get particlesRenderTimeCounter() {
  87. return this._particlesRenderTime;
  88. }
  89. /**
  90. * Gets the particles render time capture status
  91. */
  92. get captureParticlesRenderTime() {
  93. return this._captureParticlesRenderTime;
  94. }
  95. /**
  96. * Enable or disable the particles render time capture
  97. */
  98. set captureParticlesRenderTime(value) {
  99. if (value === this._captureParticlesRenderTime) {
  100. return;
  101. }
  102. this._captureParticlesRenderTime = value;
  103. if (value) {
  104. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(() => {
  105. Tools.StartPerformanceCounter("Particles");
  106. this._particlesRenderTime.beginMonitoring();
  107. });
  108. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(() => {
  109. Tools.EndPerformanceCounter("Particles");
  110. this._particlesRenderTime.endMonitoring(false);
  111. });
  112. }
  113. else {
  114. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115. this._onBeforeParticlesRenderingObserver = null;
  116. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117. this._onAfterParticlesRenderingObserver = null;
  118. }
  119. }
  120. /**
  121. * Gets the perf counter used for sprites render time
  122. */
  123. get spritesRenderTimeCounter() {
  124. return this._spritesRenderTime;
  125. }
  126. /**
  127. * Gets the sprites render time capture status
  128. */
  129. get captureSpritesRenderTime() {
  130. return this._captureSpritesRenderTime;
  131. }
  132. /**
  133. * Enable or disable the sprites render time capture
  134. */
  135. set captureSpritesRenderTime(value) {
  136. if (value === this._captureSpritesRenderTime) {
  137. return;
  138. }
  139. this._captureSpritesRenderTime = value;
  140. if (!this.scene.spriteManagers) {
  141. return;
  142. }
  143. if (value) {
  144. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(() => {
  145. Tools.StartPerformanceCounter("Sprites");
  146. this._spritesRenderTime.beginMonitoring();
  147. });
  148. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(() => {
  149. Tools.EndPerformanceCounter("Sprites");
  150. this._spritesRenderTime.endMonitoring(false);
  151. });
  152. }
  153. else {
  154. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  155. this._onBeforeSpritesRenderingObserver = null;
  156. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  157. this._onAfterSpritesRenderingObserver = null;
  158. }
  159. }
  160. /**
  161. * Gets the perf counter used for physics time
  162. */
  163. get physicsTimeCounter() {
  164. return this._physicsTime;
  165. }
  166. /**
  167. * Gets the physics time capture status
  168. */
  169. get capturePhysicsTime() {
  170. return this._capturePhysicsTime;
  171. }
  172. /**
  173. * Enable or disable the physics time capture
  174. */
  175. set capturePhysicsTime(value) {
  176. if (value === this._capturePhysicsTime) {
  177. return;
  178. }
  179. if (!this.scene.onBeforePhysicsObservable) {
  180. return;
  181. }
  182. this._capturePhysicsTime = value;
  183. if (value) {
  184. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(() => {
  185. Tools.StartPerformanceCounter("Physics");
  186. this._physicsTime.beginMonitoring();
  187. });
  188. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(() => {
  189. Tools.EndPerformanceCounter("Physics");
  190. this._physicsTime.endMonitoring();
  191. });
  192. }
  193. else {
  194. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  195. this._onBeforePhysicsObserver = null;
  196. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  197. this._onAfterPhysicsObserver = null;
  198. }
  199. }
  200. /**
  201. * Gets the perf counter used for animations time
  202. */
  203. get animationsTimeCounter() {
  204. return this._animationsTime;
  205. }
  206. /**
  207. * Gets the animations time capture status
  208. */
  209. get captureAnimationsTime() {
  210. return this._captureAnimationsTime;
  211. }
  212. /**
  213. * Enable or disable the animations time capture
  214. */
  215. set captureAnimationsTime(value) {
  216. if (value === this._captureAnimationsTime) {
  217. return;
  218. }
  219. this._captureAnimationsTime = value;
  220. if (value) {
  221. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(() => {
  222. this._animationsTime.endMonitoring();
  223. });
  224. }
  225. else {
  226. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  227. this._onAfterAnimationsObserver = null;
  228. }
  229. }
  230. /**
  231. * Gets the perf counter used for frame time capture
  232. */
  233. get frameTimeCounter() {
  234. return this._frameTime;
  235. }
  236. /**
  237. * Gets the frame time capture status
  238. */
  239. get captureFrameTime() {
  240. return this._captureFrameTime;
  241. }
  242. /**
  243. * Enable or disable the frame time capture
  244. */
  245. set captureFrameTime(value) {
  246. this._captureFrameTime = value;
  247. }
  248. /**
  249. * Gets the perf counter used for inter-frames time capture
  250. */
  251. get interFrameTimeCounter() {
  252. return this._interFrameTime;
  253. }
  254. /**
  255. * Gets the inter-frames time capture status
  256. */
  257. get captureInterFrameTime() {
  258. return this._captureInterFrameTime;
  259. }
  260. /**
  261. * Enable or disable the inter-frames time capture
  262. */
  263. set captureInterFrameTime(value) {
  264. this._captureInterFrameTime = value;
  265. }
  266. /**
  267. * Gets the perf counter used for render time capture
  268. */
  269. get renderTimeCounter() {
  270. return this._renderTime;
  271. }
  272. /**
  273. * Gets the render time capture status
  274. */
  275. get captureRenderTime() {
  276. return this._captureRenderTime;
  277. }
  278. /**
  279. * Enable or disable the render time capture
  280. */
  281. set captureRenderTime(value) {
  282. if (value === this._captureRenderTime) {
  283. return;
  284. }
  285. this._captureRenderTime = value;
  286. if (value) {
  287. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(() => {
  288. this._renderTime.beginMonitoring();
  289. Tools.StartPerformanceCounter("Main render");
  290. });
  291. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(() => {
  292. this._renderTime.endMonitoring(false);
  293. Tools.EndPerformanceCounter("Main render");
  294. });
  295. }
  296. else {
  297. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  298. this._onBeforeDrawPhaseObserver = null;
  299. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  300. this._onAfterDrawPhaseObserver = null;
  301. }
  302. }
  303. /**
  304. * Gets the perf counter used for camera render time capture
  305. */
  306. get cameraRenderTimeCounter() {
  307. return this._cameraRenderTime;
  308. }
  309. /**
  310. * Gets the camera render time capture status
  311. */
  312. get captureCameraRenderTime() {
  313. return this._captureCameraRenderTime;
  314. }
  315. /**
  316. * Enable or disable the camera render time capture
  317. */
  318. set captureCameraRenderTime(value) {
  319. if (value === this._captureCameraRenderTime) {
  320. return;
  321. }
  322. this._captureCameraRenderTime = value;
  323. if (value) {
  324. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add((camera) => {
  325. this._cameraRenderTime.beginMonitoring();
  326. Tools.StartPerformanceCounter(`Rendering camera ${camera.name}`);
  327. });
  328. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add((camera) => {
  329. this._cameraRenderTime.endMonitoring(false);
  330. Tools.EndPerformanceCounter(`Rendering camera ${camera.name}`);
  331. });
  332. }
  333. else {
  334. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  335. this._onBeforeCameraRenderObserver = null;
  336. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  337. this._onAfterCameraRenderObserver = null;
  338. }
  339. }
  340. /**
  341. * Gets the perf counter used for draw calls
  342. */
  343. get drawCallsCounter() {
  344. return this.scene.getEngine()._drawCalls;
  345. }
  346. /**
  347. * Instantiates a new scene instrumentation.
  348. * This class can be used to get instrumentation data from a Babylon engine
  349. * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/optimize_your_scene#sceneinstrumentation
  350. * @param scene Defines the scene to instrument
  351. */
  352. constructor(
  353. /**
  354. * Defines the scene to instrument
  355. */
  356. scene) {
  357. this.scene = scene;
  358. this._captureActiveMeshesEvaluationTime = false;
  359. this._activeMeshesEvaluationTime = new PerfCounter();
  360. this._captureRenderTargetsRenderTime = false;
  361. this._renderTargetsRenderTime = new PerfCounter();
  362. this._captureFrameTime = false;
  363. this._frameTime = new PerfCounter();
  364. this._captureRenderTime = false;
  365. this._renderTime = new PerfCounter();
  366. this._captureInterFrameTime = false;
  367. this._interFrameTime = new PerfCounter();
  368. this._captureParticlesRenderTime = false;
  369. this._particlesRenderTime = new PerfCounter();
  370. this._captureSpritesRenderTime = false;
  371. this._spritesRenderTime = new PerfCounter();
  372. this._capturePhysicsTime = false;
  373. this._physicsTime = new PerfCounter();
  374. this._captureAnimationsTime = false;
  375. this._animationsTime = new PerfCounter();
  376. this._captureCameraRenderTime = false;
  377. this._cameraRenderTime = new PerfCounter();
  378. // Observers
  379. this._onBeforeActiveMeshesEvaluationObserver = null;
  380. this._onAfterActiveMeshesEvaluationObserver = null;
  381. this._onBeforeRenderTargetsRenderObserver = null;
  382. this._onAfterRenderTargetsRenderObserver = null;
  383. this._onAfterRenderObserver = null;
  384. this._onBeforeDrawPhaseObserver = null;
  385. this._onAfterDrawPhaseObserver = null;
  386. this._onBeforeAnimationsObserver = null;
  387. this._onBeforeParticlesRenderingObserver = null;
  388. this._onAfterParticlesRenderingObserver = null;
  389. this._onBeforeSpritesRenderingObserver = null;
  390. this._onAfterSpritesRenderingObserver = null;
  391. this._onBeforePhysicsObserver = null;
  392. this._onAfterPhysicsObserver = null;
  393. this._onAfterAnimationsObserver = null;
  394. this._onBeforeCameraRenderObserver = null;
  395. this._onAfterCameraRenderObserver = null;
  396. // Before render
  397. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(() => {
  398. if (this._captureActiveMeshesEvaluationTime) {
  399. this._activeMeshesEvaluationTime.fetchNewFrame();
  400. }
  401. if (this._captureRenderTargetsRenderTime) {
  402. this._renderTargetsRenderTime.fetchNewFrame();
  403. }
  404. if (this._captureFrameTime) {
  405. Tools.StartPerformanceCounter("Scene rendering");
  406. this._frameTime.beginMonitoring();
  407. }
  408. if (this._captureInterFrameTime) {
  409. this._interFrameTime.endMonitoring();
  410. }
  411. if (this._captureParticlesRenderTime) {
  412. this._particlesRenderTime.fetchNewFrame();
  413. }
  414. if (this._captureSpritesRenderTime) {
  415. this._spritesRenderTime.fetchNewFrame();
  416. }
  417. if (this._captureAnimationsTime) {
  418. this._animationsTime.beginMonitoring();
  419. }
  420. if (this._captureRenderTime) {
  421. this._renderTime.fetchNewFrame();
  422. }
  423. if (this._captureCameraRenderTime) {
  424. this._cameraRenderTime.fetchNewFrame();
  425. }
  426. this.scene.getEngine()._drawCalls.fetchNewFrame();
  427. });
  428. // After render
  429. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(() => {
  430. if (this._captureFrameTime) {
  431. Tools.EndPerformanceCounter("Scene rendering");
  432. this._frameTime.endMonitoring();
  433. }
  434. if (this._captureRenderTime) {
  435. this._renderTime.endMonitoring(false);
  436. }
  437. if (this._captureInterFrameTime) {
  438. this._interFrameTime.beginMonitoring();
  439. }
  440. if (this._captureActiveMeshesEvaluationTime) {
  441. this._activeMeshesEvaluationTime.endFrame();
  442. }
  443. if (this._captureRenderTargetsRenderTime) {
  444. this._renderTargetsRenderTime.endFrame();
  445. }
  446. if (this._captureParticlesRenderTime) {
  447. this._particlesRenderTime.endFrame();
  448. }
  449. if (this._captureSpritesRenderTime) {
  450. this._spritesRenderTime.endFrame();
  451. }
  452. if (this._captureRenderTime) {
  453. this._renderTime.endFrame();
  454. }
  455. if (this._captureCameraRenderTime) {
  456. this._cameraRenderTime.endFrame();
  457. }
  458. });
  459. }
  460. /**
  461. * Dispose and release associated resources.
  462. */
  463. dispose() {
  464. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  465. this._onAfterRenderObserver = null;
  466. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  467. this._onBeforeActiveMeshesEvaluationObserver = null;
  468. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  469. this._onAfterActiveMeshesEvaluationObserver = null;
  470. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  471. this._onBeforeRenderTargetsRenderObserver = null;
  472. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  473. this._onAfterRenderTargetsRenderObserver = null;
  474. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  475. this._onBeforeAnimationsObserver = null;
  476. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  477. this._onBeforeParticlesRenderingObserver = null;
  478. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  479. this._onAfterParticlesRenderingObserver = null;
  480. if (this._onBeforeSpritesRenderingObserver) {
  481. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  482. this._onBeforeSpritesRenderingObserver = null;
  483. }
  484. if (this._onAfterSpritesRenderingObserver) {
  485. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  486. this._onAfterSpritesRenderingObserver = null;
  487. }
  488. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  489. this._onBeforeDrawPhaseObserver = null;
  490. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  491. this._onAfterDrawPhaseObserver = null;
  492. if (this._onBeforePhysicsObserver) {
  493. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  494. this._onBeforePhysicsObserver = null;
  495. }
  496. if (this._onAfterPhysicsObserver) {
  497. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  498. this._onAfterPhysicsObserver = null;
  499. }
  500. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  501. this._onAfterAnimationsObserver = null;
  502. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  503. this._onBeforeCameraRenderObserver = null;
  504. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  505. this._onAfterCameraRenderObserver = null;
  506. this.scene = null;
  507. }
  508. }
  509. //# sourceMappingURL=sceneInstrumentation.js.map