400 lines
15 KiB
JavaScript
Vendored
400 lines
15 KiB
JavaScript
Vendored
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TimelineRow = (function()
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{
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const RowLabelTemplate = `
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<div class='TimelineRow'>
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<div class='TimelineRowCheck TimelineBox'>
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<input class='TimelineRowCheckbox' type='checkbox' />
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</div>
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<div class='TimelineRowExpand TimelineBox NoSelect'>
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<div class='TimelineRowExpandButton'>+</div>
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</div>
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<div class='TimelineRowExpand TimelineBox NoSelect'>
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<div class='TimelineRowExpandButton'>-</div>
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</div>
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<div class='TimelineRowLabel TimelineBox'></div>
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<div style="clear:left"></div>
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</div>`
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var SAMPLE_HEIGHT = 16;
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var SAMPLE_BORDER = 2;
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var SAMPLE_Y_SPACING = SAMPLE_HEIGHT + SAMPLE_BORDER * 2;
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function TimelineRow(gl, name, timeline, frame_history, check_handler)
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{
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this.Name = name;
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this.timeline = timeline;
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// Create the row HTML and add to the parent
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this.LabelContainerNode = DOM.Node.CreateHTML(RowLabelTemplate);
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const label_node = DOM.Node.FindWithClass(this.LabelContainerNode, "TimelineRowLabel");
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label_node.innerHTML = name;
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timeline.TimelineLabels.Node.appendChild(this.LabelContainerNode);
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// All sample view windows visible by default
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const checkbox_node = DOM.Node.FindWithClass(this.LabelContainerNode, "TimelineRowCheckbox");
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checkbox_node.checked = true;
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checkbox_node.addEventListener("change", (e) => check_handler(name, e));
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// Manually hook-up events to simulate div:active
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// I can't get the equivalent CSS to work in Firefox, so...
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const expand_node_0 = DOM.Node.FindWithClass(this.LabelContainerNode, "TimelineRowExpand", 0);
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const expand_node_1 = DOM.Node.FindWithClass(this.LabelContainerNode, "TimelineRowExpand", 1);
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const inc_node = DOM.Node.FindWithClass(expand_node_0, "TimelineRowExpandButton");
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const dec_node = DOM.Node.FindWithClass(expand_node_1, "TimelineRowExpandButton");
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inc_node.addEventListener("mousedown", ExpandButtonDown);
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inc_node.addEventListener("mouseup", ExpandButtonUp);
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inc_node.addEventListener("mouseleave", ExpandButtonUp);
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dec_node.addEventListener("mousedown", ExpandButtonDown);
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dec_node.addEventListener("mouseup", ExpandButtonUp);
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dec_node.addEventListener("mouseleave", ExpandButtonUp);
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// Pressing +/i increases/decreases depth
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inc_node.addEventListener("click", () => this.IncDepth());
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dec_node.addEventListener("click", () => this.DecDepth());
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// Frame index to start at when looking for first visible sample
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this.StartFrameIndex = 0;
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this.FrameHistory = frame_history;
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this.VisibleFrames = [ ];
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this.VisibleTimeRange = null;
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this.Depth = 1;
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// Currently selected sample
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this.SelectSampleInfo = null;
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// Create WebGL sample buffers
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this.sampleBuffer = new glDynamicBuffer(gl, glDynamicBufferType.Buffer, gl.FLOAT, 4);
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this.colourBuffer = new glDynamicBuffer(gl, glDynamicBufferType.Buffer, gl.UNSIGNED_BYTE, 4);
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// An initial SetSize call to restore containers to their original size after traces were loaded prior to this
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this.SetSize();
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}
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TimelineRow.prototype.SetSize = function()
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{
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this.LabelContainerNode.style.height = SAMPLE_Y_SPACING * this.Depth;
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}
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TimelineRow.prototype.SetVisibleFrames = function(time_range)
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{
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// Clear previous visible list
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this.VisibleFrames = [ ];
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if (this.FrameHistory.length == 0)
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return;
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// Store a copy of the visible time range rather than referencing it
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// This prevents external modifications to the time range from affecting rendering/selection
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time_range = time_range.Clone();
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this.VisibleTimeRange = time_range;
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// The frame history can be reset outside this class
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// This also catches the overflow to the end of the frame list below when a thread stops sending samples
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var max_frame = Math.max(this.FrameHistory.length - 1, 0);
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var start_frame_index = Math.min(this.StartFrameIndex, max_frame);
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// First do a back-track in case the time range moves negatively
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while (start_frame_index > 0)
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{
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var frame = this.FrameHistory[start_frame_index];
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if (time_range.Start_us > frame.StartTime_us)
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break;
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start_frame_index--;
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}
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// Then search from this point for the first visible frame
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while (start_frame_index < this.FrameHistory.length)
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{
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var frame = this.FrameHistory[start_frame_index];
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if (frame.EndTime_us > time_range.Start_us)
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break;
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start_frame_index++;
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}
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// Gather all frames up to the end point
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this.StartFrameIndex = start_frame_index;
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for (var i = start_frame_index; i < this.FrameHistory.length; i++)
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{
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var frame = this.FrameHistory[i];
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if (frame.StartTime_us > time_range.End_us)
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break;
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this.VisibleFrames.push(frame);
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}
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}
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TimelineRow.prototype.DrawSampleHighlight = function(gl_canvas, container, frame, offset, depth, selected)
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{
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if (depth <= this.Depth)
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{
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const gl = gl_canvas.gl;
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const program = gl_canvas.timelineHighlightProgram;
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gl_canvas.SetContainerUniforms(program, container);
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// Set row parameters
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const row_rect = this.LabelContainerNode.getBoundingClientRect();
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glSetUniform(gl, program, "inRow.yOffset", row_rect.top);
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// Set sample parameters
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const float_offset = offset / 4;
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glSetUniform(gl, program, "inStartMs", frame.sampleFloats[float_offset + g_sampleOffsetFloats_Start]);
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glSetUniform(gl, program, "inLengthMs", frame.sampleFloats[float_offset + g_sampleOffsetFloats_Length]);
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glSetUniform(gl, program, "inDepth", depth);
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// Set colour
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glSetUniform(gl, program, "inColourR", 1.0);
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glSetUniform(gl, program, "inColourG", selected ? 0.0 : 1.0);
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glSetUniform(gl, program, "inColourB", selected ? 0.0 : 1.0);
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gl_canvas.EnableBlendPremulAlpha();
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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gl_canvas.DisableBlend();
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}
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}
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TimelineRow.prototype.DrawSampleGpuToCpu = function(gl_canvas, container, frame, offset, depth)
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{
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// Is this a GPU sample?
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const float_offset = offset / 4;
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const start_ms = frame.sampleFloats[float_offset + g_sampleOffsetFloats_GpuToCpu];
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if (start_ms > 0)
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{
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const gl = gl_canvas.gl;
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const program = gl_canvas.timelineGpuToCpuProgram;
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gl_canvas.SetContainerUniforms(program, container);
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// Set row parameters
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const row_rect = this.LabelContainerNode.getBoundingClientRect();
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glSetUniform(gl, program, "inRow.yOffset", row_rect.top);
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// Set sample parameters
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const length_ms = frame.sampleFloats[float_offset + g_sampleOffsetFloats_Start] - start_ms;
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glSetUniform(gl, program, "inStartMs", start_ms);
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glSetUniform(gl, program, "inLengthMs", length_ms);
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glSetUniform(gl, program, "inDepth", depth);
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gl_canvas.EnableBlendPremulAlpha();
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
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gl_canvas.DisableBlend();
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}
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}
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TimelineRow.prototype.DisplayHeight = function()
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{
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return this.LabelContainerNode.clientHeight;
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}
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TimelineRow.prototype.YOffset = function()
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{
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return this.LabelContainerNode.offsetTop;
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}
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function GatherSamples(self, frame, samples_per_depth)
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{
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const sample_data_view = frame.sampleDataView;
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for (let offset = 0; offset < sample_data_view.byteLength; offset += g_nbBytesPerSample)
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{
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depth = sample_data_view.getUint8(offset + g_sampleOffsetBytes_Depth) + 1;
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if (depth > self.Depth)
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{
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continue;
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}
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// Ensure there's enough entries for each depth
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while (depth >= samples_per_depth.length)
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{
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samples_per_depth.push([]);
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}
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let samples_this_depth = samples_per_depth[depth];
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samples_this_depth.push([frame, offset]);
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}
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}
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TimelineRow.prototype.Draw = function(gl_canvas, container)
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{
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let samples_per_depth = [];
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// Gather all sample data in the visible frame set
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for (var i in this.VisibleFrames)
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{
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var frame = this.VisibleFrames[i];
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GatherSamples(this, frame, samples_per_depth);
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}
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// Count number of samples required
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let nb_samples = 0;
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for (const samples_this_depth of samples_per_depth)
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{
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nb_samples += samples_this_depth.length;
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}
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// Resize buffers to match any new count of samples
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const gl = gl_canvas.gl;
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const program = gl_canvas.timelineProgram;
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if (nb_samples > this.sampleBuffer.nbEntries)
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{
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this.sampleBuffer.ResizeToFitNextPow2(nb_samples);
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this.colourBuffer.ResizeToFitNextPow2(nb_samples);
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// Have to create a new VAO for these buffers
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this.vertexArrayObject = gl.createVertexArray();
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gl.bindVertexArray(this.vertexArrayObject);
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this.sampleBuffer.BindAsInstanceAttribute(program, "inSample_TextOffset");
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this.colourBuffer.BindAsInstanceAttribute(program, "inColour_TextLength");
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}
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// CPU write destination for samples
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let cpu_samples = this.sampleBuffer.cpuArray;
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let cpu_colours = this.colourBuffer.cpuArray;
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let sample_pos = 0;
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// TODO(don): Pack offsets into the sample buffer, instead?
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// Puts all samples together into one growing buffer (will need ring buffer management).
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// Offset points into that.
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// Remains to be seen how much of this can be done given the limitations of WebGL2...
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// Copy samples to the CPU buffer
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// TODO(don): Use a ring buffer instead and take advantage of timeline scrolling adding new samples at the beginning/end
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for (let depth = 0; depth < samples_per_depth.length; depth++)
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{
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let samples_this_depth = samples_per_depth[depth];
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for (const [frame, offset] of samples_this_depth)
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{
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const float_offset = offset / 4;
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cpu_samples[sample_pos + 0] = frame.sampleFloats[float_offset + g_sampleOffsetFloats_Start];
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cpu_samples[sample_pos + 1] = frame.sampleFloats[float_offset + g_sampleOffsetFloats_Length];
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cpu_samples[sample_pos + 2] = depth;
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cpu_samples[sample_pos + 3] = frame.sampleFloats[float_offset + g_sampleOffsetFloats_NameOffset];
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cpu_colours[sample_pos + 0] = frame.sampleDataView.getUint8(offset + g_sampleOffsetBytes_Colour + 0);
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cpu_colours[sample_pos + 1] = frame.sampleDataView.getUint8(offset + g_sampleOffsetBytes_Colour + 1);
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cpu_colours[sample_pos + 2] = frame.sampleDataView.getUint8(offset + g_sampleOffsetBytes_Colour + 2);
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cpu_colours[sample_pos + 3] = frame.sampleFloats[float_offset + g_sampleOffsetFloats_NameLength];
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sample_pos += 4;
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}
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}
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// Upload to GPU
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this.sampleBuffer.UploadData();
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this.colourBuffer.UploadData();
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gl_canvas.SetContainerUniforms(program, container);
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// Set row parameters
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const row_rect = this.LabelContainerNode.getBoundingClientRect();
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glSetUniform(gl, program, "inRow.yOffset", row_rect.top);
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gl.bindVertexArray(this.vertexArrayObject);
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gl.drawArraysInstanced(gl.TRIANGLE_STRIP, 0, 4, nb_samples);
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}
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TimelineRow.prototype.SetSelectSample = function(sample_info)
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{
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this.SelectSampleInfo = sample_info;
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}
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function ExpandButtonDown(evt)
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{
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var node = DOM.Event.GetNode(evt);
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DOM.Node.AddClass(node, "TimelineRowExpandButtonActive");
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}
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function ExpandButtonUp(evt)
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{
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var node = DOM.Event.GetNode(evt);
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DOM.Node.RemoveClass(node, "TimelineRowExpandButtonActive");
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}
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TimelineRow.prototype.IncDepth = function()
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{
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this.Depth++;
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this.SetSize();
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}
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TimelineRow.prototype.DecDepth = function()
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{
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if (this.Depth > 1)
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{
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this.Depth--;
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this.SetSize();
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// Trigger scroll handling to ensure reducing the depth reduces the display height
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this.timeline.MoveVertically(0);
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}
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}
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TimelineRow.prototype.GetSampleAtPosition = function(time_us, mouse_y)
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{
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// Calculate depth of the mouse cursor
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const depth = Math.min(Math.floor(mouse_y / SAMPLE_Y_SPACING) + 1, this.Depth);
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// Search for the first frame to intersect this time
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for (let i in this.VisibleFrames)
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{
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// Use the sample's closed interval to detect hits.
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// Rendering of samples ensures a sample is never smaller than one pixel so that all samples always draw, irrespective
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// of zoom level. If a half-open interval is used then some visible samples will be unselectable due to them being
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// smaller than a pixel. This feels pretty odd and the closed interval fixes this feeling well.
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// TODO(don): There are still inconsistencies, need to shift to pixel range checking to match exactly.
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const frame = this.VisibleFrames[i];
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if (time_us >= frame.StartTime_us && time_us <= frame.EndTime_us)
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{
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const found_sample = FindSample(this, frame, time_us, depth, 1);
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if (found_sample != null)
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{
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return [ frame, found_sample[0], found_sample[1], this ];
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}
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}
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}
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return null;
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}
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function FindSample(self, frame, time_us, target_depth, depth)
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{
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// Search entire frame of samples looking for a depth and time range that contains the input time
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const sample_data_view = frame.sampleDataView;
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for (let offset = 0; offset < sample_data_view.byteLength; offset += g_nbBytesPerSample)
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{
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depth = sample_data_view.getUint8(offset + g_sampleOffsetBytes_Depth) + 1;
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if (depth == target_depth)
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{
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const us_start = sample_data_view.getFloat32(offset + g_sampleOffsetBytes_Start, true) * 1000.0;
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const us_length = sample_data_view.getFloat32(offset + g_sampleOffsetBytes_Length, true) * 1000.0;
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if (time_us >= us_start && time_us < us_start + us_length)
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{
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return [ offset, depth ];
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}
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}
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}
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return null;
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}
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return TimelineRow;
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})();
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