GameEngineJava/profiler/vis/Code/Remotery.js

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JavaScript
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2023-11-13 21:31:36 +00:00
//
// TODO: Window resizing needs finer-grain control
// TODO: Take into account where user has moved the windows
// TODO: Controls need automatic resizing within their parent windows
//
Settings = (function()
{
function Settings()
{
this.IsPaused = false;
this.SyncTimelines = true;
}
return Settings;
})();
Remotery = (function()
{
// crack the url and get the parameter we want
var getUrlParameter = function getUrlParameter( search_param)
{
var page_url = decodeURIComponent( window.location.search.substring(1) ),
url_vars = page_url.split('&'),
param_name,
i;
for (i = 0; i < url_vars.length; i++)
{
param_name = url_vars[i].split('=');
if (param_name[0] === search_param)
{
return param_name[1] === undefined ? true : param_name[1];
}
}
};
function Remotery()
{
this.WindowManager = new WM.WindowManager();
this.Settings = new Settings();
// "addr" param is ip:port and will override the local store version if passed in the URL
var addr = getUrlParameter( "addr" );
if ( addr != null )
this.ConnectionAddress = "ws://" + addr + "/rmt";
else
this.ConnectionAddress = LocalStore.Get("App", "Global", "ConnectionAddress", "ws://127.0.0.1:17815/rmt");
this.Server = new WebSocketConnection();
this.Server.AddConnectHandler(Bind(OnConnect, this));
this.Server.AddDisconnectHandler(Bind(OnDisconnect, this));
this.glCanvas = new GLCanvas(100, 100);
this.glCanvas.SetOnDraw((gl, seconds) => this.OnGLCanvasDraw(gl, seconds));
// Create the console up front as everything reports to it
this.Console = new Console(this.WindowManager, this.Server);
// Create required windows
this.TitleWindow = new TitleWindow(this.WindowManager, this.Settings, this.Server, this.ConnectionAddress);
this.TitleWindow.SetConnectionAddressChanged(Bind(OnAddressChanged, this));
this.SampleTimelineWindow = new TimelineWindow(this.WindowManager, "Sample Timeline", this.Settings, Bind(OnTimelineCheck, this), this.glCanvas);
this.SampleTimelineWindow.SetOnHover(Bind(OnSampleHover, this));
this.SampleTimelineWindow.SetOnSelected(Bind(OnSampleSelected, this));
this.ProcessorTimelineWindow = new TimelineWindow(this.WindowManager, "Processor Timeline", this.Settings, null, this.glCanvas);
this.SampleTimelineWindow.SetOnMoved(Bind(OnTimelineMoved, this));
this.ProcessorTimelineWindow.SetOnMoved(Bind(OnTimelineMoved, this));
this.TraceDrop = new TraceDrop(this);
this.nbGridWindows = 0;
this.gridWindows = { };
this.FrameHistory = { };
this.ProcessorFrameHistory = { };
this.PropertyFrameHistory = [ ];
this.SelectedFrames = { };
this.Server.AddMessageHandler("SMPL", Bind(OnSamples, this));
this.Server.AddMessageHandler("SSMP", Bind(OnSampleName, this));
this.Server.AddMessageHandler("PRTH", Bind(OnProcessorThreads, this));
this.Server.AddMessageHandler("PSNP", Bind(OnPropertySnapshots, this));
// Kick-off the auto-connect loop
AutoConnect(this);
// Hook up resize event handler
DOM.Event.AddHandler(window, "resize", Bind(OnResizeWindow, this));
OnResizeWindow(this);
}
Remotery.prototype.Clear = function()
{
// Clear timelines
this.SampleTimelineWindow.Clear();
this.ProcessorTimelineWindow.Clear();
// Close and clear all sample windows
for (var i in this.gridWindows)
{
const grid_window = this.gridWindows[i];
grid_window.Close();
}
this.nbGridWindows = 0;
this.gridWindows = { };
this.propertyGridWindow = this.AddGridWindow("__rmt__global__properties__", "Global Properties", new GridConfigProperties());
// Clear runtime data
this.FrameHistory = { };
this.ProcessorFrameHistory = { };
this.PropertyFrameHistory = [ ];
this.SelectedFrames = { };
this.glCanvas.ClearTextResources();
// Resize everything to fit new layout
OnResizeWindow(this);
}
function DrawWindowMask(gl, program, window_node)
{
gl.useProgram(program);
// Using depth as a mask
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
// Viewport constants
glSetUniform(gl, program, "inViewport.width", gl.canvas.width);
glSetUniform(gl, program, "inViewport.height", gl.canvas.height);
// Window dimensions
const rect = window_node.getBoundingClientRect();
glSetUniform(gl, program, "minX", rect.left);
glSetUniform(gl, program, "minY", rect.top);
glSetUniform(gl, program, "maxX", rect.left + rect.width);
glSetUniform(gl, program, "maxY", rect.top + rect.height);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
}
Remotery.prototype.OnGLCanvasDraw = function(gl, seconds)
{
this.glCanvas.textBuffer.UploadData();
// Draw windows in their z-order, front-to-back
// Depth test is enabled, rejecting equal z, and windows render transparent
// Draw window content first, then draw the invisible window mask
// Any windows that come after another window will not draw where the previous window already masked out depth
for (let window of this.WindowManager.Windows)
{
// Some windows might not have WebGL drawing on them; they need to occlude as well
DrawWindowMask(gl, this.glCanvas.windowProgram, window.Node);
if (window.userData != null)
{
window.userData.Draw();
}
}
}
function AutoConnect(self)
{
// Only attempt to connect if there isn't already a connection or an attempt to connect
if (!self.Server.Connected() && !self.Server.Connecting())
{
self.Server.Connect(self.ConnectionAddress);
}
// Always schedule another check
window.setTimeout(Bind(AutoConnect, self), 2000);
}
function OnConnect(self)
{
// Connection address has been validated
LocalStore.Set("App", "Global", "ConnectionAddress", self.ConnectionAddress);
self.Clear();
// Ensure the viewer is ready for realtime updates
self.TitleWindow.Unpause();
}
function OnDisconnect(self)
{
// Pause so the user can inspect the trace
self.TitleWindow.Pause();
}
function OnAddressChanged(self, node)
{
// Update and disconnect, relying on auto-connect to reconnect
self.ConnectionAddress = node.value;
self.Server.Disconnect();
// Give input focus away
return false;
}
Remotery.prototype.AddGridWindow = function(name, display_name, config)
{
const grid_window = new GridWindow(this.WindowManager, display_name, this.nbGridWindows, this.glCanvas, config);
this.gridWindows[name] = grid_window;
this.gridWindows[name].WindowResized(this.SampleTimelineWindow.Window, this.Console.Window);
this.nbGridWindows++;
MoveGridWindows(this);
return grid_window;
}
function DecodeSampleHeader(self, data_view_reader, length)
{
// Message-specific header
let message = { };
message.messageStart = data_view_reader.Offset;
message.thread_name = data_view_reader.GetString();
message.nb_samples = data_view_reader.GetUInt32();
message.partial_tree = data_view_reader.GetUInt32();
// Align sample reading to 32-bit boundary
const align = ((4 - (data_view_reader.Offset & 3)) & 3);
data_view_reader.Offset += align;
message.samplesStart = data_view_reader.Offset;
message.samplesLength = length - (message.samplesStart - message.messageStart);
return message;
}
function SetNanosecondsAsMilliseconds(samples_view, offset)
{
samples_view.setFloat32(offset, samples_view.getFloat64(offset, true) / 1000.0, true);
}
function SetUint32AsFloat32(samples_view, offset)
{
samples_view.setFloat32(offset, samples_view.getUint32(offset, true), true);
}
function ProcessSampleTree(self, sample_data, message)
{
const empty_text_entry = {
offset: 0,
length: 1,
};
const samples_length = message.nb_samples * g_nbBytesPerSample;
const samples_view = new DataView(sample_data, message.samplesStart, samples_length);
message.sampleDataView = samples_view;
for (let offset = 0; offset < samples_length; offset += g_nbBytesPerSample)
{
// Get name hash and lookup in name map
const name_hash = samples_view.getUint32(offset, true);
const [ name_exists, name ] = self.glCanvas.nameMap.Get(name_hash);
// If the name doesn't exist in the map yet, request it from the server
if (!name_exists)
{
if (self.Server.Connected())
{
self.Server.Send("GSMP" + name_hash);
}
}
// Add sample name text buffer location
const text_entry = name.textEntry != null ? name.textEntry : empty_text_entry;
samples_view.setFloat32(offset + g_sampleOffsetBytes_NameOffset, text_entry.offset, true);
samples_view.setFloat32(offset + g_sampleOffsetBytes_NameLength, text_entry.length, true);
// Time in milliseconds
SetNanosecondsAsMilliseconds(samples_view, offset + g_sampleOffsetBytes_Start);
SetNanosecondsAsMilliseconds(samples_view, offset + g_sampleOffsetBytes_Length);
SetNanosecondsAsMilliseconds(samples_view, offset + g_sampleOffsetBytes_Self);
SetNanosecondsAsMilliseconds(samples_view, offset + g_sampleOffsetBytes_GpuToCpu);
// Convert call count/recursion integers to float
SetUint32AsFloat32(samples_view, offset + g_sampleOffsetBytes_Calls);
SetUint32AsFloat32(samples_view, offset + g_sampleOffsetBytes_Recurse);
}
// Convert to floats for GPU
message.sampleFloats = new Float32Array(sample_data, message.samplesStart, message.nb_samples * g_nbFloatsPerSample);
}
function OnSamples(self, socket, data_view_reader, length)
{
// Discard any new samples while paused and connected
// Otherwise this stops a paused Remotery from loading new samples from disk
if (self.Settings.IsPaused && self.Server.Connected())
return;
// Binary decode incoming sample data
var message = DecodeSampleHeader(self, data_view_reader, length);
if (message.nb_samples == 0)
{
return;
}
var name = message.thread_name;
ProcessSampleTree(self, data_view_reader.DataView.buffer, message);
// Add to frame history for this thread
var thread_frame = new ThreadFrame(message);
if (!(name in self.FrameHistory))
{
self.FrameHistory[name] = [ ];
}
var frame_history = self.FrameHistory[name];
if (frame_history.length > 0 && frame_history[frame_history.length - 1].PartialTree)
{
// Always overwrite partial trees with new information
frame_history[frame_history.length - 1] = thread_frame;
}
else
{
frame_history.push(thread_frame);
}
// Discard old frames to keep memory-use constant
var max_nb_frames = 10000;
var extra_frames = frame_history.length - max_nb_frames;
if (extra_frames > 0)
frame_history.splice(0, extra_frames);
// Create sample windows on-demand
if (!(name in self.gridWindows))
{
self.AddGridWindow(name, name, new GridConfigSamples());
}
// Set on the window and timeline if connected as this implies a trace is being loaded, which we want to speed up
if (self.Server.Connected())
{
self.gridWindows[name].UpdateEntries(message.nb_samples, message.sampleFloats);
self.SampleTimelineWindow.OnSamples(name, frame_history);
}
}
function OnSampleName(self, socket, data_view_reader)
{
// Add any names sent by the server to the local map
let name_hash = data_view_reader.GetUInt32();
let name_string = data_view_reader.GetString();
self.glCanvas.nameMap.Set(name_hash, name_string);
}
function OnProcessorThreads(self, socket, data_view_reader)
{
// Discard any new samples while paused and connected
// Otherwise this stops a paused Remotery from loading new samples from disk
if (self.Settings.IsPaused && self.Server.Connected())
return;
let nb_processors = data_view_reader.GetUInt32();
let message_index = data_view_reader.GetUInt64();
const empty_text_entry = {
offset: 0,
length: 1,
};
// Decode each processor
for (let i = 0; i < nb_processors; i++)
{
let thread_id = data_view_reader.GetUInt32();
let thread_name_hash = data_view_reader.GetUInt32();
let sample_time = data_view_reader.GetUInt64();
// Add frame history for this processor
let processor_name = "Processor " + i.toString();
if (!(processor_name in self.ProcessorFrameHistory))
{
self.ProcessorFrameHistory[processor_name] = [ ];
}
let frame_history = self.ProcessorFrameHistory[processor_name];
if (thread_id == 0xFFFFFFFF)
{
continue;
}
// Try to merge this frame's samples with the previous frame if the are the same thread
if (frame_history.length > 0)
{
let last_thread_frame = frame_history[frame_history.length - 1];
if (last_thread_frame.threadId == thread_id && last_thread_frame.messageIndex == message_index - 1)
{
// Update last frame message index so that the next frame can check for continuity
last_thread_frame.messageIndex = message_index;
// Sum time elapsed on the previous frame
const us_length = sample_time - last_thread_frame.usLastStart;
last_thread_frame.usLastStart = sample_time;
last_thread_frame.EndTime_us += us_length;
const last_length = last_thread_frame.sampleDataView.getFloat32(g_sampleOffsetBytes_Length, true);
last_thread_frame.sampleDataView.setFloat32(g_sampleOffsetBytes_Length, last_length + us_length / 1000.0, true);
continue;
}
}
// Discard old frames to keep memory-use constant
var max_nb_frames = 10000;
var extra_frames = frame_history.length - max_nb_frames;
if (extra_frames > 0)
{
frame_history.splice(0, extra_frames);
}
// Lookup the thread name
let [ name_exists, thread_name ] = self.glCanvas.nameMap.Get(thread_name_hash);
// If the name doesn't exist in the map yet, request it from the server
if (!name_exists)
{
if (self.Server.Connected())
{
self.Server.Send("GSMP" + thread_name_hash);
}
}
// We are co-opting the sample rendering functionality of the timeline window to display processor threads as
// thread samples. Fabricate a thread frame message, packing the processor info into one root sample.
// TODO(don): Abstract the timeline window for pure range display as this is quite inefficient.
let thread_message = { };
thread_message.nb_samples = 1;
thread_message.sampleData = new ArrayBuffer(g_nbBytesPerSample);
thread_message.sampleDataView = new DataView(thread_message.sampleData);
const sample_data_view = thread_message.sampleDataView;
// Set the name
const text_entry = thread_name.textEntry != null ? thread_name.textEntry : empty_text_entry;
sample_data_view.setFloat32(g_sampleOffsetBytes_NameOffset, text_entry.offset, true);
sample_data_view.setFloat32(g_sampleOffsetBytes_NameLength, text_entry.length, true);
// Make a pastel-y colour from the thread name hash
const hash = thread_name.hash;
sample_data_view.setUint8(g_sampleOffsetBytes_Colour + 0, 127 + (hash & 255) / 2);
sample_data_view.setUint8(g_sampleOffsetBytes_Colour + 1, 127 + ((hash >> 4) & 255) / 2);
sample_data_view.setUint8(g_sampleOffsetBytes_Colour + 2, 127 + ((hash >> 8) & 255) / 2);
// Set the time
sample_data_view.setFloat32(g_sampleOffsetBytes_Start, sample_time / 1000.0, true);
sample_data_view.setFloat32(g_sampleOffsetBytes_Length, 0.25, true);
thread_message.sampleFloats = new Float32Array(thread_message.sampleData, 0, thread_message.nb_samples * g_nbFloatsPerSample);
// Create a thread frame and annotate with data required to merge processor samples
let thread_frame = new ThreadFrame(thread_message);
thread_frame.threadId = thread_id;
thread_frame.messageIndex = message_index;
thread_frame.usLastStart = sample_time;
frame_history.push(thread_frame);
if (self.Server.Connected())
{
self.ProcessorTimelineWindow.OnSamples(processor_name, frame_history);
}
}
}
function UInt64ToFloat32(view, offset)
{
// Unpack as two 32-bit integers so we have a vague attempt at reconstructing the value
const a = view.getUint32(offset + 0, true);
const b = view.getUint32(offset + 4, true);
// Can't do bit arithmetic above 32-bits in JS so combine using power-of-two math
const v = a + (b * Math.pow(2, 32));
// TODO(don): Potentially massive data loss!
snapshots_view.setFloat32(offset, v);
}
function SInt64ToFloat32(view, offset)
{
// Unpack as two 32-bit integers so we have a vague attempt at reconstructing the value
const a = view.getUint32(offset + 0, true);
const b = view.getUint32(offset + 4, true);
// Is this negative?
if (b & 0x80000000)
{
// Can only convert from twos-complement with 32-bit arithmetic so shave off the upper 32-bits
// TODO(don): Crazy data loss here
const v = -(~(a - 1));
}
else
{
// Can't do bit arithmetic above 32-bits in JS so combine using power-of-two math
const v = a + (b * Math.pow(2, 32));
}
// TODO(don): Potentially massive data loss!
snapshots_view.setFloat32(offset, v);
}
function DecodeSnapshotHeader(self, data_view_reader, length)
{
// Message-specific header
let message = { };
message.messageStart = data_view_reader.Offset;
message.nbSnapshots = data_view_reader.GetUInt32();
message.propertyFrame = data_view_reader.GetUInt32();
message.snapshotsStart = data_view_reader.Offset;
message.snapshotsLength = length - (message.snapshotsStart - message.messageStart);
return message;
}
function ProcessSnapshots(self, snapshot_data, message)
{
if (self.Settings.IsPaused)
{
return null;
}
const empty_text_entry = {
offset: 0,
length: 1,
};
const snapshots_length = message.nbSnapshots * g_nbBytesPerSnapshot;
const snapshots_view = new DataView(snapshot_data, message.snapshotsStart, snapshots_length);
for (let offset = 0; offset < snapshots_length; offset += g_nbBytesPerSnapshot)
{
// Get name hash and lookup in name map
const name_hash = snapshots_view.getUint32(offset, true);
const [ name_exists, name ] = self.glCanvas.nameMap.Get(name_hash);
// If the name doesn't exist in the map yet, request it from the server
if (!name_exists)
{
if (self.Server.Connected())
{
self.Server.Send("GSMP" + name_hash);
}
}
// Add snapshot name text buffer location
const text_entry = name.textEntry != null ? name.textEntry : empty_text_entry;
snapshots_view.setFloat32(offset + 0, text_entry.offset, true);
snapshots_view.setFloat32(offset + 4, text_entry.length, true);
// Heat colour style falloff to quickly identify modified properties
let r = 255, g = 255, b = 255;
const prev_value_frame = snapshots_view.getUint32(offset + 32, true);
const frame_delta = message.propertyFrame - prev_value_frame;
if (frame_delta < 64)
{
g = Math.min(Math.min(frame_delta, 32) * 8, 255);
b = Math.min(frame_delta * 4, 255);
}
snapshots_view.setUint8(offset + 8, r);
snapshots_view.setUint8(offset + 9, g);
snapshots_view.setUint8(offset + 10, b);
const snapshot_type = snapshots_view.getUint32(offset + 12, true);
switch (snapshot_type)
{
case 1:
case 2:
case 3:
case 4:
case 7:
snapshots_view.setFloat32(offset + 16, snapshots_view.getFloat64(offset + 16, true), true);
snapshots_view.setFloat32(offset + 24, snapshots_view.getFloat64(offset + 24, true), true);
break;
// Unpack 64-bit integers stored full precision in the logs and view them to the best of our current abilities
case 5:
SInt64ToFloat32(snapshots_view, offset + 16);
SInt64ToFloat32(snapshots_view, offset + 24);
case 6:
UInt64ToFloat32(snapshots_view, offset + 16);
UInt64ToFloat32(snapshots_view, offset + 24);
break;
}
}
// Convert to floats for GPU
return new Float32Array(snapshot_data, message.snapshotsStart, message.nbSnapshots * g_nbFloatsPerSnapshot);
}
function OnPropertySnapshots(self, socket, data_view_reader, length)
{
// Discard any new snapshots while paused and connected
// Otherwise this stops a paused Remotery from loading new samples from disk
if (self.Settings.IsPaused && self.Server.Connected())
return;
// Binary decode incoming snapshot data
const message = DecodeSnapshotHeader(self, data_view_reader, length);
message.snapshotFloats = ProcessSnapshots(self, data_view_reader.DataView.buffer, message);
// Add to frame history
const thread_frame = new PropertySnapshotFrame(message);
const frame_history = self.PropertyFrameHistory;
frame_history.push(thread_frame);
// Discard old frames to keep memory-use constant
var max_nb_frames = 10000;
var extra_frames = frame_history.length - max_nb_frames;
if (extra_frames > 0)
frame_history.splice(0, extra_frames);
// Set on the window if connected as this implies a trace is being loaded, which we want to speed up
if (self.Server.Connected())
{
self.propertyGridWindow.UpdateEntries(message.nbSnapshots, message.snapshotFloats);
}
}
function OnTimelineCheck(self, name, evt)
{
// Show/hide the equivalent sample window and move all the others to occupy any left-over space
var target = DOM.Event.GetNode(evt);
self.gridWindows[name].SetVisible(target.checked);
MoveGridWindows(self);
}
function MoveGridWindows(self)
{
// Stack all windows next to each other
let xpos = 0;
for (let i in self.gridWindows)
{
const grid_window = self.gridWindows[i];
if (grid_window.visible)
{
grid_window.SetXPos(xpos++, self.SampleTimelineWindow.Window, self.Console.Window);
}
}
}
function OnSampleHover(self, thread_name, hover)
{
if (!self.Settings.IsPaused)
{
return;
}
// Search for the grid window for the thread being hovered over
for (let window_thread_name in self.gridWindows)
{
if (window_thread_name == thread_name)
{
const grid_window = self.gridWindows[thread_name];
// Populate with the sample under hover
if (hover != null)
{
const frame = hover[0];
grid_window.UpdateEntries(frame.NbSamples, frame.sampleFloats);
}
// When there's no hover, go back to the selected frame
else if (self.SelectedFrames[thread_name])
{
const frame = self.SelectedFrames[thread_name];
grid_window.UpdateEntries(frame.NbSamples, frame.sampleFloats);
}
// Otherwise display the last sample in the frame
else
{
const frames = self.FrameHistory[thread_name];
const frame = frames[frames.length - 1];
grid_window.UpdateEntries(frame.NbSamples, frame.sampleFloats);
}
break;
}
}
}
function OnSampleSelected(self, thread_name, select)
{
// Lookup sample window
if (thread_name in self.gridWindows)
{
const grid_window = self.gridWindows[thread_name];
// Set the grid window to the selected frame if valid
if (select)
{
const frame = select[0];
self.SelectedFrames[thread_name] = frame;
grid_window.UpdateEntries(frame.NbSamples, frame.sampleFloats);
}
// Otherwise deselect
else
{
const frames = self.FrameHistory[thread_name];
const frame = frames[frames.length - 1];
self.SelectedFrames[thread_name] = null;
grid_window.UpdateEntries(frame.NbSamples, frame.sampleFloats);
self.SampleTimelineWindow.Deselect(thread_name);
}
}
}
function OnResizeWindow(self)
{
var w = window.innerWidth;
var h = window.innerHeight;
// Resize windows
self.Console.WindowResized(w, h);
self.TitleWindow.WindowResized(w, h);
self.SampleTimelineWindow.WindowResized(10, w / 2 - 5, self.TitleWindow.Window);
self.ProcessorTimelineWindow.WindowResized(w / 2 + 5, w / 2 - 5, self.TitleWindow.Window);
for (var i in self.gridWindows)
{
self.gridWindows[i].WindowResized(self.SampleTimelineWindow.Window, self.Console.Window);
}
}
function OnTimelineMoved(self, timeline)
{
if (self.Settings.SyncTimelines)
{
let other_timeline = timeline == self.ProcessorTimelineWindow ? self.SampleTimelineWindow : self.ProcessorTimelineWindow;
other_timeline.SetTimeRange(timeline.TimeRange.Start_us, timeline.TimeRange.Span_us);
}
}
return Remotery;
})();