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Apus.Engine.DebugOverlays.pas
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399 lines (367 loc) · 12.8 KB
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// Debug overlay rendering: FPS, timing panel, scene list, magnifier
//
// Copyright (C) 2026 Apus Software (www.apus-software.com)
// Author: Ivan Polyacov (ivan@apus-software.com)
// This file is licensed under the terms of BSD-3 license (see license.txt)
// This file is a part of the Apus Game Engine (http://apus-software.com/engine/)
{$R-}
unit Apus.Engine.DebugOverlays;
interface
uses Apus.Engine.Types, Apus.Engine.Resources, Apus.Engine.API;
type
TDebugState=record
overlay:integer; // debug overlay index (0=none, 1=help, 2=glyphs, 3=scenes)
features:set of TDebugFeature;
magnifierTex:TTexture;
end;
procedure DrawDebugOverlays(var state:TDebugState);
procedure DrawDebugMagnifier(var state:TDebugState);
implementation
uses SysUtils, Apus.Core, Apus.Lib, Apus.Strings, Apus.Colors,
Apus.Images, Apus.FastGFX,
Apus.Engine.Window, Apus.Engine.Scene, Apus.Engine.UIScene,
Apus.Engine.ImageTools, Apus.Engine.TextDraw
{$IFDEF MSWINDOWS}
,Windows
{$ENDIF}
;
(* CPU overlay sampling code is intentionally disabled for now.
Disabled CPU sampling code (kept for quick restore):
var
cpuSampleLastTick:uint64=0;
cpuSampleLastProc:uint64=0;
cpuSampleLastThread:uint64=0;
cpuSampleProcPct:single=0;
cpuSampleThreadPct:single=0;
cpuSampleReady:boolean=false;
cpuLogicalCount:integer=0;
function FileTimeToUInt64(const ft:TFileTime):uint64; inline;
begin
result:=(uint64(ft.dwHighDateTime) shl 32) or ft.dwLowDateTime;
end;
procedure UpdateCpuOverlaySamples;
const
SAMPLE_INTERVAL_MS=400;
var
nowTick,dtMs:uint64;
ct,et,pk,pu,tk,tu:TFileTime;
procTotal,threadTotal:uint64;
dProc,dThread:uint64;
sysInfo:TSystemInfo;
begin
nowTick:=GetTickCount64;
if (cpuSampleReady) and (nowTick<cpuSampleLastTick+SAMPLE_INTERVAL_MS) then exit;
if cpuLogicalCount<=0 then begin
GetSystemInfo(sysInfo);
cpuLogicalCount:=sysInfo.dwNumberOfProcessors;
if cpuLogicalCount<=0 then cpuLogicalCount:=1;
end;
if not GetProcessTimes(GetCurrentProcess,ct,et,pk,pu) then exit;
if not GetThreadTimes(GetCurrentThread,ct,et,tk,tu) then exit;
procTotal:=FileTimeToUInt64(pk)+FileTimeToUInt64(pu);
threadTotal:=FileTimeToUInt64(tk)+FileTimeToUInt64(tu);
if cpuSampleReady and (nowTick>cpuSampleLastTick) then begin
dtMs:=nowTick-cpuSampleLastTick;
dProc:=procTotal-cpuSampleLastProc;
dThread:=threadTotal-cpuSampleLastThread;
cpuSampleProcPct:=100.0*dProc/(dtMs*10000.0);
cpuSampleThreadPct:=100.0*dThread/(dtMs*10000.0);
if cpuSampleProcPct<0 then cpuSampleProcPct:=0;
if cpuSampleThreadPct<0 then cpuSampleThreadPct:=0;
if cpuSampleThreadPct>100 then cpuSampleThreadPct:=100;
end;
cpuSampleLastTick:=nowTick;
cpuSampleLastProc:=procTotal;
cpuSampleLastThread:=threadTotal;
cpuSampleReady:=true;
end;
Disabled overlay output snippet (dfShowFPS):
UpdateCpuOverlaySamples;
procCpuText:='P:'+Conv.ToStr(cpuSampleProcPct,1,0)+'%';
threadCpuText:='T:'+Conv.ToStr(cpuSampleThreadPct,1,0)+'%';
txt.WriteC(game.smallFont,x+w*0.27,y+h*0.95,$FF80C8FF,procCpuText);
txt.WriteC(game.smallFont,x+w*0.75,y+h*0.95,$FFFFC060,threadCpuText);
*)
procedure DrawDebugMagnifier(var state:TDebugState);
var
width,height,left:integer;
u,v,du,dv:single;
cx,cy,zoom,ox,oy:integer;
text:string;
color:cardinal;
rawImage:TRawImage;
scrScale:single;
mSize:integer;
begin
if state.magnifierTex=nil then begin
state.magnifierTex:=AllocImage(128,128,ipfARGB,aiTexture,'Magnifier');
end;
cx:=window.mousePos.x-64;
cy:=window.mousePos.y+64;
EditImage(state.magnifierTex);
Apus.FastGFX.FillRect(0,0,127,127,$FF000000);
rawImage:=state.magnifierTex.GetRawImage;
gfx.CopyFromBackbuffer(cx,window.renderHeight-cy,rawImage);
rawImage.Free;
color:=Apus.FastGFX.GetPixel(64,63);
state.magnifierTex.Unlock;
state.magnifierTex.SetFilter(TTexFilter.fltNearest);
gfx.shader.UseTexture(state.magnifierTex);
scrScale:=window.screenDPI/96;
mSize:=round(512*scrScale);
mSize:=mSize and $FFFFFFF0;
width:=Min(mSize,round(window.renderWidth*0.4));
height:=Min(mSize,window.renderHeight);
if window.mousePos.x<window.renderWidth div 2 then left:=window.renderWidth-width
else left:=0;
zoom:=round(4*scrScale);
if (window.shiftstate and sscShift)>0 then zoom:=zoom*2;
du:=width/(256*zoom); dv:=-height/(256*zoom);
u:=0.5; v:=0.5;
draw.TexturedRect(left,0,left+width,height,state.magnifierTex,u-du,v-dv,u+du,v-dv,u+du,v+dv,$FF808080);
draw.Rect(left,0,left+width,height,clWhite);
// Color picker
if zoom>6*scrScale then begin
ox:=left+(width div 2);
oy:=(height div 2);
draw.Rect(ox,oy,ox+zoom,oy+zoom,$80FFFFFF);
draw.Rect(ox-1,oy-1,ox+zoom+1,oy+zoom+1,$80000000);
// Pixel color value (hex)
draw.FillRect(ox-50*scrScale,height-30*scrScale,ox+50*scrScale,height-2*scrScale,$80000000);
text:=Format('%2x %2x %2x',[(color shr 16) and $FF,(color shr 8) and $FF,color and $FF]);
txt.WriteW(game.defaultFont,ox,height-17*scrScale,$FFFFFFFF,Str32(text),taCenter);
// Pixel coordinates
text:=Format('x: %d y: %d',[window.mousePos.x,window.mousePos.y]);
txt.WriteW(game.smallFont,ox,height-5*scrScale,$FFFFFFFF,Str32(text),taCenter);
end;
end;
procedure DrawDebugOverlays(var state:TDebugState);
var
i,x,y,w,h:integer;
j,n,idx,row,rowH,rowCount,labelW,valueW,graphX,graphW,detailW,detailH,detX,detY,gridMs,scaleMaxMs:integer;
usValue,maxRowUs:integer;
fade:single;
vx:integer;
rowColor,maxColor:cardinal;
rowMaxUsArr:array[0..4] of integer;
dCurUs:integer;
dCurMs:integer;
dMaxUs:integer;
dMaxMs:integer;
vsyncColor:cardinal;
showHelp:boolean;
feature:TDebugFeature;
settings:TGameSettings;
const
timingLabels:array[0..4] of String8=('msgs','frame','rend','pres','total');
procedure DrawHelp;
const
lines:array[1..12] of String8=(
'Hotkeys:',
'[Alt+F1] - show/hide debug overlays',
' [Alt+1] this help page (hold modifier)',
' [Alt+2] glyphs cache',
' [Alt+3] scenes',
'',
'[Shift+Alt+F1] - dump debug logs',
'[Alt+F3] - toggle magnifier',
'[Win+~] - show console',
'[Alt+F11] - toggle VSync',
'[F12] - take a screenshot (JPEG)',
'[Alt+F12] - take a screenshot (PNG)');
var
i,y:integer;
begin
draw.FillRect(0,0,320*game.screenScale,(length(lines)+0.4)*18*game.screenScale,$80000000);
txt.BeginBlock;
y:=0;
for i:=1 to high(lines) do begin
inc(y,round(18*game.screenScale));
txt.Write(game.defaultFont,5,y,$FFFFFFFF,lines[i],taLeft,toDontTranslate);
end;
txt.EndBlock;
end;
procedure ListScenes;
var
i,n,y:integer;
c:cardinal;
sList:array of TGameScene;
begin
game.Lock;
try
n:=length(window.scenes);
SetLength(sList,n);
for i:=0 to high(window.scenes) do sList[i]:=window.scenes[i];
finally
window.Unlock;
end;
y:=0;
draw.FillRect(0,0,game.screenScale*360,(n+0.4)*game.screenScale*16,$80000000);
txt.BeginBlock(toDontTranslate);
for i:=0 to high(sList) do begin
inc(y,round(16*game.screenScale));
c:=$FFA0A0A0;
if sList[i].IsActive then begin
c:=$FFFFFFC0;
txt.WriteW(game.smallFont,50*game.screenScale,y,c,Str32(IntToStr(sList[i].zOrder)),taRight);
end else
if sList[i].status=TSceneStatus.ssBackground then
c:=$FFC0D0E0;
txt.WriteW(game.smallFont,60*game.screenScale,y,c,Str32(sList[i].name));
txt.WriteW(game.smallFont,200*game.screenScale,y,c,Str32(sList[i].ClassName));
if sList[i].effect<>nil then
txt.WriteW(game.smallFont,360*game.screenScale,y,c,Str32(sList[i].effect.ClassName));
end;
txt.EndBlock;
end;
procedure ListUI;
begin
end;
function RingIndexByOffset(offset:integer):integer;
begin
result:=window.timings.frameTimeRingPos-1-offset;
while result<0 do inc(result,FRAME_TIME_RING_SIZE);
end;
function PhaseSampleUs(row,offset:integer):integer;
begin
idx:=RingIndexByOffset(offset);
case row of
0:result:=window.timings.phaseMsgRing[idx];
1:result:=window.timings.phaseOnFrameRing[idx];
2:result:=window.timings.phaseRenderRing[idx];
3:result:=window.timings.phasePresentRing[idx];
else
result:=window.timings.frameTimeRing[idx];
end;
end;
function MapMsToX(ms:single):integer;
var
t:single;
begin
if scaleMaxMs<=0 then exit(graphX);
t:=Sat(ms/scaleMaxMs);
result:=graphX+round(sqrt(t)*graphW); // nonlinear scale: stretch low values, compress high
end;
function IsDebugHotkeyModifierHeld:boolean;
begin
result:=(game.debugHotkey<>0) and Bits.HasAll(window.shiftState,game.debugHotkey);
end;
begin
settings:=game.GetSettings;
game.Lock;
try
showHelp:=(window=mainWindow) and IsDebugHotkeyModifierHeld;
case state.overlay of
1:if showHelp then DrawHelp;
2:txt.WriteW(MAGIC_TEXTCACHE,1,1,$FFFFFFFF,Str32(''));
3:ListScenes;
4:ListUI;
end;
for feature in state.features do
case feature of
dfShowFPS:begin
w:=SRound(80*game.screenScale);
h:=SRound(30*game.screenScale);
x:=window.renderWidth-w; y:=1;
draw.FillRect(x,y,x+w-2,y+h,$80000000);
dCurUs:=window.timings.lastFrameTimeUs;
dCurMs:=dCurUs div 1000;
dMaxUs:=window.timings.MaxRecentFrameUs(10);
dMaxMs:=dMaxUs div 1000;
if settings.VSync>0 then
vsyncColor:=$FF70FF70
else
vsyncColor:=$FFFFB060;
txt.BeginBlock;
txt.WriteC(game.defaultFont,x+w*0.74,y+h*0.39,vsyncColor,Conv.ToStr(window.FPS,1,1));
txt.WriteC(game.defaultFont,x+w*0.74,y+h*0.87,vsyncColor,Conv.ToStr(window.smoothFPS,1,1));
txt.WriteC(game.defaultFont,x+w*0.24,y+h*0.39,vsyncColor,Conv.ToStr(dCurMs));
txt.WriteC(game.defaultFont,x+w*0.24,y+h*0.87,vsyncColor,Conv.ToStr(dMaxMs));
txt.EndBlock;
// Detailed frame timings
if Bits.HasAll(window.shiftState,sscShift) and (window.timings.frameTimeRingCount>0) then begin
rowCount:=5;
rowH:=SRound(14*game.screenScale);
if rowH<12 then rowH:=12;
detailW:=SRound(160*game.screenScale);
detailH:=rowCount*rowH+SRound(8*game.screenScale);
detX:=window.renderWidth-detailW;
detY:=y+h+2;
labelW:=SRound(42*game.screenScale);
valueW:=SRound(20*game.screenScale);
graphX:=detX+labelW+valueW;
graphW:=detailW-labelW-valueW-SRound(8*game.screenScale);
draw.FillRect(detX,detY,detX+detailW-2,detY+detailH,$68000000);
n:=window.timings.frameTimeRingCount;
if n>10 then n:=10;
for row:=0 to rowCount-1 do begin
maxRowUs:=0;
for j:=0 to n-1 do begin
usValue:=PhaseSampleUs(row,j);
if usValue>maxRowUs then maxRowUs:=usValue;
end;
rowMaxUsArr[row]:=maxRowUs;
end;
scaleMaxMs:=40; // fixed scale to keep visualization stable
gridMs:=5;
draw.BeginLines;
i:=0;
while i<=scaleMaxMs do begin
vx:=MapMsToX(i);
draw.Line(vx,detY+2,vx,detY+detailH-3,$22FFFFFF);
inc(i,gridMs);
end;
for row:=0 to rowCount-1 do begin
case row of
0:rowColor:=$FF60D0FF;
1:rowColor:=$FFF8E070;
2:rowColor:=$FF80FF80;
3:rowColor:=$FFFF9080;
else rowColor:=$FFC8B0FF;
end;
maxColor:=Blend(rowColor,$A0FFFFFF);
y:=detY+SRound(3*game.screenScale)+row*rowH;
draw.Line(detX+2,y+rowH-1,detX+detailW-4,y+rowH-1,$18FFFFFF);
vx:=MapMsToX(rowMaxUsArr[row]*0.001);
draw.Line(vx,y+1,vx,y+rowH-2,maxColor);
for j:=n-1 downto 0 do begin
usValue:=PhaseSampleUs(row,j);
vx:=MapMsToX(usValue*0.001);
fade:=0.7*(n-j)/n;
draw.Line(vx,y+1,vx,y+rowH-2,ReplaceAlpha(rowColor,fade));
end;
end;
draw.EndLines;
txt.BeginBlock;
for row:=0 to rowCount-1 do begin
case row of
0:rowColor:=$FF60D0FF;
1:rowColor:=$FFF8E070;
2:rowColor:=$FF80FF80;
3:rowColor:=$FFFF9080;
else rowColor:=$FFC8B0FF;
end;
y:=detY+SRound(3*game.screenScale)+row*rowH;
txt.Write(game.smallFont,detX+2,y+rowH-4,ReplaceAlpha(rowColor,220/255),timingLabels[row],taLeft,toDontTranslate);
txt.WriteC(game.smallFont,detX+labelW+valueW div 2-4,y+rowH-4,rowColor,Conv.ToStr(rowMaxUsArr[row]*0.001,1,1));
end;
txt.EndBlock;
end;
end;
dfShowMagnifier:DrawDebugMagnifier(state);
dfShowNavigationPoints:; // rendered in Game.pas (needs protected field)
end;
// Capture screenshot notification
if (window.capture.capturedTime>0) and (CoreTime.Ticks<window.capture.capturedTime+3000) and (gfx<>nil) then begin
x:=settings.width div 2;
y:=settings.height div 2;
draw.FillRect(x-200*game.screenScale,y-40*game.screenScale,x+200*game.screenScale,y+40*game.screenScale,$60000000);
draw.Rect(x-200*game.screenScale,y-40*game.screenScale,x+200*game.screenScale,y+40*game.screenScale,$A0FFFFFF);
txt.Write(game.largerFont,x,y-16*game.screenScale,$FFFFFFFF,'Screen captured to:',taCenter);
txt.Write(game.defaultFont,x,y+8*game.screenScale,$FFFFFFFF,window.capture.capturedName,taCenter);
end;
finally
game.Unlock;
end;
end;
end.