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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2836261 on 2016/01/20 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Flush FAsyncPackage cache after pre-load to reduce peak memory usage when async loading (5.5-10x).
Change 2828630 on 2016/01/14 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Adding debug code to catch memory stomps in the async loading buffers that's independent from mallocstomp allocator. Changed the signature of PageProtect functions to be able to read-only protect memory.
Change 2816129 on 2016/01/05 by Steve.Robb@Dev-Core
Fixes for Realloc and alignment logic which caused redundant reallocations and incorrect binning.
Change 2821054 on 2016/01/08 by Steve.Robb@Dev-Core
Further Realloc savings when realigning within a block.
Change 2806820 on 2015/12/17 by Steve.Robb@Dev-Core
New AlignDown function, like Align, but which rounds a value/pointer down to the next alignment instead of up.
Change 2806816 on 2015/12/17 by Steve.Robb@Dev-Core
Sort UHT modules by type to improve iteration times in conjunction with makefiles.
Change 2823235 on 2016/01/11 by Steve.Robb@Dev-Core
UHT error messages about missing GENERATED_BODY() macros updated to represent intended use.
Change 2806815 on 2015/12/17 by Steve.Robb@Dev-Core
Module types split into Game and Engine runtime versions.
Change 2833809 on 2016/01/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
StaticLoadObject will now respect LOAD_NoRedirects flag.
Change 2811194 on 2015/12/22 by Bob.Tellez@Z2434_DevCore
#UE4 Prevent loading packages that have a newer LegacyFileVersion since serialization for FCustomVersion is not forward compatible. UE-24443
Change 2806818 on 2015/12/17 by Steve.Robb@Dev-Core
Removal of stats from MallocBinned2, to be readded later.
Change 2807069 on 2015/12/17 by Steve.Robb@Dev-Core
Clarification of some bucket hashing terminology.
Change 2815117 on 2016/01/04 by Steve.Robb@Dev-Core
Fix for a missing root build path on game modules.
Change 2815673 on 2016/01/05 by Steve.Robb@Dev-Core
Move FMalloc verification into a proxy object.
Change 2822873 on 2016/01/11 by Steve.Robb@Dev-Core
Fixes to off-by-one errors and removal of BinnedSizeLimit (assumed to be the same as MAX_POOLED_ALLOCATION_SIZE after OBO fix).
Change 2822923 on 2016/01/11 by Steve.Robb@Dev-Core
Simplification of MemSizeToPoolTable indexing.
Change 2824974 on 2016/01/12 by Steve.Robb@Dev-Core
Assert fixed.
AllocateBlockFromPool's return value made debuggable.
Change 2825241 on 2016/01/12 by Steve.Robb@Dev-Core
UHT now returns an error code on a warning when -warningsaserrors is specified.
Change 2825291 on 2016/01/12 by Steve.Robb@Dev-Core
WarningsAsErrors enabled on UHT, after disabling the hardcoded behavior in CL# 2825241.
Change 2829846 on 2016/01/15 by Steve.Robb@Dev-Core
GitHub #1938 - wrong Max value of enum is used during net serialization
Change 2829914 on 2016/01/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Reduce the amount of memory allocated for async cache buffers when guarding against memory stomps.
Change 2829988 on 2016/01/15 by Steve.Robb@Dev-Core
Generalized large pool allocations.
More redundancy removed.
Change 2831935 on 2016/01/18 by Chris.Wood@Chris.Wood.StreamB
Added UserActivity property to crash description in CRP and CR website.
[OR-12043] - Phone Home where crashes occur - pass context info to Crash Reporter
DB column added to db-09 by ColinR matching this change.
Published to server on Jan 18th 2016
Change 2834003 on 2016/01/19 by Chris.Wood@Chris.Wood.StreamB
Added Linux to normal callstack parsing code on CR website
[UE-25527] - Linux CrashReporter is missing information
Published to server on Jan 19th 2016
Change 2835466 on 2016/01/20 by Joe.Conley@Joe.Conley_EGJWD5708_Dev-Core-Minimal
Fix issue for cancelling package loads when there are still packages queued. Call their PackageLoadedDelegate with a "Cancelled" result.
Should solve remaining issue with UE-24062 - "Calling CancelAsyncLoading triggers an assert in FAsyncPackage::DetachLinker()"
- (ULevelStreaming::AsyncLevelLoadComplete was not being called if packages were still queued when cancel was issued)
Change 2836803 on 2016/01/20 by Chris.Wood@Chris.Wood.StreamB
CrashReportWebsite - fix exception thrown when parsing certain callstack formats
Change 2837952 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
Changing FAsyncIORequest to be stored as reference when cancelling IO requests to improve performance.
Change 2838289 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1
[CL 2845588 by Robert Manuszewski in Main branch]
171 lines
7.2 KiB
C++
171 lines
7.2 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "ProfilerPrivatePCH.h"
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/*-----------------------------------------------------------------------------
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FProfilerUIStream
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-----------------------------------------------------------------------------*/
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void FProfilerUIStream::GenerateUIStream( const FProfilerStream& ProfilerStream, const double StartTimeMS, const double EndTimeMS, const double ZoomFactorX, const double NumMillisecondsPerWindow, const double NumPixelsPerMillisecond, const double NumMillisecondsPerSample )
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{
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//SCOPE_LOG_TIME_FUNC();
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// Just copy the data for now.
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const FIntPoint FramesIndices = ProfilerStream.GetFramesIndicesForTimeRange( StartTimeMS, EndTimeMS );
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const double FrameTimeRangeMS = EndTimeMS - StartTimeMS;
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const double WindowWidth = NumMillisecondsPerWindow*NumPixelsPerMillisecond;
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// Preallocate nodes for threads.
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ThreadNodes.Reset(ProfilerStream.GetNumThreads());
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if( true || NumMillisecondsPerWindow >= FrameTimeRangeMS )
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{
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// Just copy the data.
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const int32 NumFrames = ProfilerStream.GetNumFrames();
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const int32 MaxFrameIndex = FMath::Min( FramesIndices.Y + 1, NumFrames - 1 );
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for( int32 FrameIndex = FramesIndices.X; FrameIndex < MaxFrameIndex; ++FrameIndex )
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{
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const FProfilerFrame* ProfilerFrame = ProfilerStream.GetProfilerFrame( FrameIndex );
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// Thread nodes.
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const int32 NumThreads = ProfilerFrame->Root->Children.Num();
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for( int32 ThreadIndex = 0; ThreadIndex < NumThreads; ++ThreadIndex )
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{
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FProfilerUIStackNode* ThreadUIStackNode = new FProfilerUIStackNode( ProfilerFrame->Root->Children[ThreadIndex], FProfilerUIStackNode::THREAD_NODE_INDEX, FProfilerUIStackNode::THREAD_NODE_INDEX, FrameIndex );
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ThreadUIStackNode->InitializeUIData( NumMillisecondsPerWindow, NumPixelsPerMillisecond, NumMillisecondsPerSample );
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ThreadNodes.Add( ThreadUIStackNode );
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CombineOrSet( ThreadUIStackNode, *ProfilerFrame->Root->Children[ThreadIndex], ThreadIndex*DEFAULT_VISIBLE_THREAD_DEPTH, NumMillisecondsPerWindow, NumPixelsPerMillisecond, NumMillisecondsPerSample );
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}
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}
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}
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else
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{
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// #Profiler: 2014-04-28 Combining profiler frames doesn't make sense at this moment
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// At this scale we may want to switch into line graph or something?
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}
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// #Profiler: 2014-04-25 MAX_THREAD_DEPTH;
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LinearizeStream();
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}
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void FProfilerUIStream::CombineOrSet( FProfilerUIStackNode* ParentUIStackNode, const FProfilerStackNode& ProfilerStackNode, int32 GlobalNodeDepth, const double NumMillisecondsPerWindow, const double NumPixelsPerMillisecond, const double NumMillisecondsPerSample )
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{
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const int32 ThreadIndex = GlobalNodeDepth / DEFAULT_VISIBLE_THREAD_DEPTH;
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const int32 ThreadNodeDepth = GlobalNodeDepth % DEFAULT_VISIBLE_THREAD_DEPTH;
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const int32 NumChildren = ProfilerStackNode.Children.Num();
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const int32 FrameIndex = ProfilerStackNode.FrameIndex;
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if( NumChildren > 0 )
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{
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FProfilerStackNode* FirstProfilerChildNode = nullptr;
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bool bLookingForChildToCombine = false;
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TArray<const FProfilerStackNode*> OriginalStackNodes;
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for( int32 ChildIndex = 0; ChildIndex < NumChildren; ++ChildIndex )
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{
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if( bLookingForChildToCombine )
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{
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const FProfilerStackNode* NextProfilerChildNode = ProfilerStackNode.Children[ChildIndex];
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const bool bNeedsToBeCombined = NextProfilerChildNode->GetDurationMS() < NumMillisecondsPerSample;
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// The next node can be displayed in the UI, add it and the previous one as the combined.
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if( !bNeedsToBeCombined )
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{
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// Combine child nodes into one node.
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{
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FProfilerUIStackNode* ProfilerUIStackNode = new FProfilerUIStackNode( OriginalStackNodes, OriginalStackNodes.Num(), GlobalNodeDepth, ThreadIndex, FrameIndex );
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ProfilerUIStackNode->InitializeUIData( NumMillisecondsPerWindow, NumPixelsPerMillisecond, NumMillisecondsPerSample );
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ParentUIStackNode->Children.Add( ProfilerUIStackNode );
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bLookingForChildToCombine = false;
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OriginalStackNodes.Reset();
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}
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// Add the next node as a single node.
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{
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FProfilerUIStackNode* ProfilerUIStackNode = new FProfilerUIStackNode( NextProfilerChildNode, GlobalNodeDepth, ThreadIndex, FrameIndex );
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ProfilerUIStackNode->InitializeUIData( NumMillisecondsPerWindow, NumPixelsPerMillisecond, NumMillisecondsPerSample );
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ParentUIStackNode->Children.Add( ProfilerUIStackNode );
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// Check the call stack depth.
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if( ThreadNodeDepth != DEFAULT_VISIBLE_THREAD_DEPTH - 1 )
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{
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CombineOrSet( ProfilerUIStackNode, *NextProfilerChildNode, GlobalNodeDepth + 1, NumMillisecondsPerWindow, NumPixelsPerMillisecond, NumMillisecondsPerSample );
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}
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else
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{
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// Mark this node as culled.
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ProfilerUIStackNode->MarkAsCulled();
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}
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}
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continue;
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}
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// We need to combine a few child nodes into one node.
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const double CombinedDurationMS = NextProfilerChildNode->CycleCounterEndTimeMS - FirstProfilerChildNode->CycleCounterStartTimeMS;
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OriginalStackNodes.Add( NextProfilerChildNode );
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const bool bCanBeCombined = CombinedDurationMS > NumMillisecondsPerSample;
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if( bCanBeCombined )
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{
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// Combine child nodes into one node.
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FProfilerUIStackNode* ProfilerUIStackNode = new FProfilerUIStackNode( OriginalStackNodes, OriginalStackNodes.Num(), GlobalNodeDepth, ThreadIndex, FrameIndex );
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ProfilerUIStackNode->InitializeUIData( NumMillisecondsPerWindow, NumPixelsPerMillisecond, NumMillisecondsPerSample );
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ParentUIStackNode->Children.Add( ProfilerUIStackNode );
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bLookingForChildToCombine = false;
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OriginalStackNodes.Reset();
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}
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continue;
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}
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FirstProfilerChildNode = ProfilerStackNode.Children[ChildIndex];
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const bool bNeedsToBeCombined = FirstProfilerChildNode->GetDurationMS() < NumMillisecondsPerSample;
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if( !bNeedsToBeCombined && !bLookingForChildToCombine )
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{
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// We have a sample that can be displayed in the UI, add it.
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FProfilerUIStackNode* ProfilerUIStackNode = new FProfilerUIStackNode( FirstProfilerChildNode, GlobalNodeDepth, ThreadIndex, FrameIndex );
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ProfilerUIStackNode->InitializeUIData( NumMillisecondsPerWindow, NumPixelsPerMillisecond, NumMillisecondsPerSample );
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ParentUIStackNode->Children.Add( ProfilerUIStackNode );
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// Check the call stack depth.
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if( ThreadNodeDepth != DEFAULT_VISIBLE_THREAD_DEPTH - 1 )
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{
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CombineOrSet( ProfilerUIStackNode, *FirstProfilerChildNode, GlobalNodeDepth + 1, NumMillisecondsPerWindow, NumPixelsPerMillisecond, NumMillisecondsPerSample );
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}
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else
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{
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// Mark this node as culled.
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ProfilerUIStackNode->MarkAsCulled();
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}
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}
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else
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{
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bLookingForChildToCombine = true;
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OriginalStackNodes.Add( FirstProfilerChildNode );
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}
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}
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// We are out of the loop, but still need to combine children even if not visible.
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if( bLookingForChildToCombine )
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{
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// Combine child nodes into one node.
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{
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FProfilerUIStackNode* ProfilerUIStackNode = new FProfilerUIStackNode( OriginalStackNodes, OriginalStackNodes.Num(), GlobalNodeDepth, ThreadIndex, FrameIndex );
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ProfilerUIStackNode->InitializeUIData( NumMillisecondsPerWindow, NumPixelsPerMillisecond, NumMillisecondsPerSample );
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ParentUIStackNode->Children.Add( ProfilerUIStackNode );
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bLookingForChildToCombine = false;
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OriginalStackNodes.Reset();
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}
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}
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}
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}
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