blender/intern/cycles/scene/stats.h
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00

219 lines
5.0 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#ifndef __RENDER_STATS_H__
#define __RENDER_STATS_H__
#include "scene/scene.h"
#include "util/stats.h"
#include "util/string.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
/* Named statistics entry, which corresponds to a size. There is no real
* semantic around the units of size, it just should be the same for all
* entries.
*
* This is a generic entry for all size-related statistics, which helps
* avoiding duplicating code for things like sorting.
*/
class NamedSizeEntry {
public:
NamedSizeEntry();
NamedSizeEntry(const string &name, size_t size);
string name;
size_t size;
};
class NamedTimeEntry {
public:
NamedTimeEntry();
NamedTimeEntry(const string &name, double time);
string name;
double time;
};
/* Container of named size entries. Used, for example, to store per-mesh memory
* usage statistics. But also keeps track of overall memory usage of the
* container.
*/
class NamedSizeStats {
public:
NamedSizeStats();
/* Add entry to the statistics. */
void add_entry(const NamedSizeEntry &entry);
/* Generate full human-readable report. */
string full_report(int indent_level = 0);
/* Total size of all entries. */
size_t total_size;
/* NOTE: Is fine to read directly, but for adding use add_entry(), which
* makes sure all accumulating values are properly updated.
*/
vector<NamedSizeEntry> entries;
};
class NamedTimeStats {
public:
NamedTimeStats();
/* Add entry to the statistics. */
void add_entry(const NamedTimeEntry &entry)
{
total_time += entry.time;
entries.push_back(entry);
}
/* Generate full human-readable report. */
string full_report(int indent_level = 0);
/* Total time of all entries. */
double total_time;
/* NOTE: Is fine to read directly, but for adding use add_entry(), which
* makes sure all accumulating values are properly updated.
*/
vector<NamedTimeEntry> entries;
void clear()
{
total_time = 0.0;
entries.clear();
}
};
class NamedNestedSampleStats {
public:
NamedNestedSampleStats();
NamedNestedSampleStats(const string &name, uint64_t samples);
NamedNestedSampleStats &add_entry(const string &name, uint64_t samples);
/* Updates sum_samples recursively. */
void update_sum();
string full_report(int indent_level = 0, uint64_t total_samples = 0);
string name;
/* self_samples contains only the samples that this specific event got,
* while sum_samples also includes the samples of all sub-entries. */
uint64_t self_samples, sum_samples;
vector<NamedNestedSampleStats> entries;
};
/* Named entry containing both a time-sample count for objects of a type and a
* total count of processed items.
* This allows to estimate the time spent per item. */
class NamedSampleCountPair {
public:
NamedSampleCountPair(const ustring &name, uint64_t samples, uint64_t hits);
ustring name;
uint64_t samples;
uint64_t hits;
};
/* Contains statistics about pairs of samples and counts as described above. */
class NamedSampleCountStats {
public:
NamedSampleCountStats();
string full_report(int indent_level = 0);
void add(const ustring &name, uint64_t samples, uint64_t hits);
typedef unordered_map<ustring, NamedSampleCountPair, ustringHash> entry_map;
entry_map entries;
};
/* Statistics about mesh in the render database. */
class MeshStats {
public:
MeshStats();
/* Generate full human-readable report. */
string full_report(int indent_level = 0);
/* Input geometry statistics, this is what is coming as an input to render
* from. say, Blender. This does not include runtime or engine specific
* memory like BVH.
*/
NamedSizeStats geometry;
};
/* Statistics about images held in memory. */
class ImageStats {
public:
ImageStats();
/* Generate full human-readable report. */
string full_report(int indent_level = 0);
NamedSizeStats textures;
};
/* Render process statistics. */
class RenderStats {
public:
RenderStats();
/* Return full report as string. */
string full_report();
/* Collect kernel sampling information from Stats. */
void collect_profiling(Scene *scene, Profiler &prof);
bool has_profiling;
MeshStats mesh;
ImageStats image;
NamedNestedSampleStats kernel;
NamedSampleCountStats shaders;
NamedSampleCountStats objects;
};
class UpdateTimeStats {
public:
/* Generate full human-readable report. */
string full_report(int indent_level = 0);
NamedTimeStats times;
};
class SceneUpdateStats {
public:
SceneUpdateStats();
UpdateTimeStats geometry;
UpdateTimeStats image;
UpdateTimeStats light;
UpdateTimeStats object;
UpdateTimeStats background;
UpdateTimeStats bake;
UpdateTimeStats camera;
UpdateTimeStats film;
UpdateTimeStats integrator;
UpdateTimeStats osl;
UpdateTimeStats particles;
UpdateTimeStats scene;
UpdateTimeStats svm;
UpdateTimeStats tables;
UpdateTimeStats procedurals;
string full_report();
void clear();
};
CCL_NAMESPACE_END
#endif /* __RENDER_STATS_H__ */