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3D Graphics Rendering Cookbook

You're reading from  3D Graphics Rendering Cookbook

Product type Book
Published in Aug 2021
Publisher Packt
ISBN-13 9781838986193
Pages 670 pages
Edition 1st Edition
Languages
Authors (2):
Sergey Kosarevsky Sergey Kosarevsky
Profile icon Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Profile icon Viktor Latypov
View More author details
Toc

Table of Contents (12) Chapters close

Preface 1. Chapter 1: Establishing a Build Environment 2. Chapter 2: Using Essential Libraries 3. Chapter 3: Getting Started with OpenGL and Vulkan 4. Chapter 4: Adding User Interaction and Productivity Tools 5. Chapter 5: Working with Geometry Data 6. Chapter 6: Physically Based Rendering Using the glTF2 Shading Model 7. Chapter 7: Graphics Rendering Pipeline 8. Chapter 8: Image-Based Techniques 9. Chapter 9: Working with Scene Graphs 10. Chapter 10: Advanced Rendering Techniques and Optimizations 11. Other Books You May Enjoy

Integrating EasyProfiler 

Profiling enables developers to get vital measurement data and feedback in order to optimize the performance of their applications. EasyProfiler is a lightweight cross-platform profiler library for C++, which can be used to profile multithreaded graphical applications (https://github.com/yse/easy_profiler).

Getting ready

Our example is based on EasyProfiler version 2.1. The JSON snippet for Bootstrap to download it looks like this:

{
  "name": "easy_profiler",
  "source": {
    "type": "archive",
    "url": "https://github.com/yse/easy_profiler/            releases/download/v2.1.0/            easy_profiler-v2.1.0-msvc15-win64.zip",
    "sha1": "d7b99c2b0e18e4c6f963724c0ff3a852a34b1b07"
  }
}

There are two CMake options to set up in CMakeLists.txt so that we can build EasyProfiler without the GUI and demo samples:

set(EASY_PROFILER_NO_GUI ON CACHE BOOL "")
set(EASY_PROFILER_NO_SAMPLES ON CACHE BOOL "")

Now we are good to go and can use it in our application. The full source code for this recipe can be found in Chapter2/05_EasyProfiler.

How to do it...

Let's build a small application that integrates EasyProfiler and outputs a profiling report. Perform the following steps:

  1. First, let's initialize EasyProfiler at the beginning of our main() function:
    #include <easy/profiler.h>
    ...
    int main() {
      EASY_MAIN_THREAD;
      EASY_PROFILER_ENABLE;
      ...
  2. Now we can manually mark up blocks of code to be reported by the profiler:
      EASY_BLOCK("Create resources");
      const GLuint shaderVertex =    glCreateShader(GL_VERTEX_SHADER);
      ...
      const GLuint shaderFragment =    glCreateShader(GL_FRAGMENT_SHADER);
      ...
      GLuint perFrameDataBuffer;
      glCreateBuffers(1, &perFrameDataBuffer);
      ...
      EASY_END_BLOCK;

    Blocks can be automatically scoped. So, once we exit a C++ scope via }, the block will be automatically ended even if there is no explicit call to EASY_END_BLOCK, as shown in the following snippet:

      {
         EASY_BLOCK("Set state");
         glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
         glEnable(GL_DEPTH_TEST);
         glEnable(GL_POLYGON_OFFSET_LINE);
         glPolygonOffset(-1.0f, -1.0f);
      }
  3. Let's create some nested blocks inside the main loop. We use std::this_thread::sleep_for( std::chrono::milliseconds(2) ) to simulate some heavy computations inside blocks:
      while ( !glfwWindowShouldClose(window) ) {
         EASY_BLOCK("MainLoop");
         ...
         {
            EASY_BLOCK("Pass1");
            std::this_thread::sleep_for( 
            std::chrono::milliseconds(2) );
            ...
         }
         {
            EASY_BLOCK("Pass2");
            std::this_thread::sleep_for( 
            std::chrono::milliseconds(2) );
            ...
         }
         {
            EASY_BLOCK("glfwSwapBuffers()");
            glfwSwapBuffers(window);
         }
         {
            EASY_BLOCK("glfwPollEvents()");
            std::this_thread::sleep_for( 
            std::chrono::milliseconds(2) );
            glfwPollEvents();
         }
      }
  4. At the end of the main loop, we save the profiling data to a file like this:
    profiler::dumpBlocksToFile( "profiler_dump.prof" );

Now we can use the GUI tool to inspect the results.

How it works...

On Windows, we use the precompiled version of profiler_gui.exe, which comes with EasyProfiler:

profiler_gui.exe profiler_dump.prof

The output should look similar to the following screenshot:

Figure 2.4 – The EasyProfiler GUI

Figure 2.4 – The EasyProfiler GUI

There's more...

Blocks can have different colors, for example, EASY_BLOCK("Block1", profiler::colors::Magenta). Besides that, there is an EASY_FUNCTION() macro that will automatically create a block using the current function name as the block name. Custom ARGB colors can be used in the hexadecimal notation; for example, take a look at the following:

void bar() {
  EASY_FUNCTION(0xfff080aa);
}
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3D Graphics Rendering Cookbook
Published in: Aug 2021 Publisher: Packt ISBN-13: 9781838986193
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