godot/doc/classes/Performance.xml
lawnjelly 72adefa5cf Add frame diagnostics for GLES2 Batch renderer
Added project setting to enable / disable print frame diagnostics every 10 seconds. This prints out a list of batches and info, which is useful to optimize games and identify performance problems.
2020-04-17 08:54:33 +01:00

126 lines
5.6 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Performance" inherits="Object" version="3.2">
<brief_description>
Exposes performance-related data.
</brief_description>
<description>
This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel. By using the [method get_monitor] method of this class, you can access this data from your code.
[b]Note:[/b] A few of these monitors are only available in debug mode and will always return 0 when used in a release build.
[b]Note:[/b] Many of these monitors are not updated in real-time, so there may be a short delay between changes.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_monitor" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="monitor" type="int" enum="Performance.Monitor">
</argument>
<description>
Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
[codeblock]
print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console
[/codeblock]
</description>
</method>
</methods>
<constants>
<constant name="TIME_FPS" value="0" enum="Monitor">
Number of frames per second.
</constant>
<constant name="TIME_PROCESS" value="1" enum="Monitor">
Time it took to complete one frame, in seconds.
</constant>
<constant name="TIME_PHYSICS_PROCESS" value="2" enum="Monitor">
Time it took to complete one physics frame, in seconds.
</constant>
<constant name="MEMORY_STATIC" value="3" enum="Monitor">
Static memory currently used, in bytes. Not available in release builds.
</constant>
<constant name="MEMORY_DYNAMIC" value="4" enum="Monitor">
Dynamic memory currently used, in bytes. Not available in release builds.
</constant>
<constant name="MEMORY_STATIC_MAX" value="5" enum="Monitor">
Available static memory. Not available in release builds.
</constant>
<constant name="MEMORY_DYNAMIC_MAX" value="6" enum="Monitor">
Available dynamic memory. Not available in release builds.
</constant>
<constant name="MEMORY_MESSAGE_BUFFER_MAX" value="7" enum="Monitor">
Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
</constant>
<constant name="OBJECT_COUNT" value="8" enum="Monitor">
Number of objects currently instanced (including nodes).
</constant>
<constant name="OBJECT_RESOURCE_COUNT" value="9" enum="Monitor">
Number of resources currently used.
</constant>
<constant name="OBJECT_NODE_COUNT" value="10" enum="Monitor">
Number of nodes currently instanced in the scene tree. This also includes the root node.
</constant>
<constant name="OBJECT_ORPHAN_NODE_COUNT" value="11" enum="Monitor">
Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
</constant>
<constant name="RENDER_OBJECTS_IN_FRAME" value="12" enum="Monitor">
3D objects drawn per frame.
</constant>
<constant name="RENDER_VERTICES_IN_FRAME" value="13" enum="Monitor">
Vertices drawn per frame. 3D only.
</constant>
<constant name="RENDER_MATERIAL_CHANGES_IN_FRAME" value="14" enum="Monitor">
Material changes per frame. 3D only.
</constant>
<constant name="RENDER_SHADER_CHANGES_IN_FRAME" value="15" enum="Monitor">
Shader changes per frame. 3D only.
</constant>
<constant name="RENDER_SURFACE_CHANGES_IN_FRAME" value="16" enum="Monitor">
Render surface changes per frame. 3D only.
</constant>
<constant name="RENDER_DRAW_CALLS_IN_FRAME" value="17" enum="Monitor">
Draw calls per frame. 3D only.
</constant>
<constant name="RENDER_2D_ITEMS_IN_FRAME" value="18" enum="Monitor">
Items or joined items drawn per frame.
</constant>
<constant name="RENDER_2D_DRAW_CALLS_IN_FRAME" value="19" enum="Monitor">
Draw calls per frame.
</constant>
<constant name="RENDER_VIDEO_MEM_USED" value="20" enum="Monitor">
The amount of video memory used, i.e. texture and vertex memory combined.
</constant>
<constant name="RENDER_TEXTURE_MEM_USED" value="21" enum="Monitor">
The amount of texture memory used.
</constant>
<constant name="RENDER_VERTEX_MEM_USED" value="22" enum="Monitor">
The amount of vertex memory used.
</constant>
<constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="23" enum="Monitor">
Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
</constant>
<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="24" enum="Monitor">
Number of active [RigidBody2D] nodes in the game.
</constant>
<constant name="PHYSICS_2D_COLLISION_PAIRS" value="25" enum="Monitor">
Number of collision pairs in the 2D physics engine.
</constant>
<constant name="PHYSICS_2D_ISLAND_COUNT" value="26" enum="Monitor">
Number of islands in the 2D physics engine.
</constant>
<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="27" enum="Monitor">
Number of active [RigidBody] and [VehicleBody] nodes in the game.
</constant>
<constant name="PHYSICS_3D_COLLISION_PAIRS" value="28" enum="Monitor">
Number of collision pairs in the 3D physics engine.
</constant>
<constant name="PHYSICS_3D_ISLAND_COUNT" value="29" enum="Monitor">
Number of islands in the 3D physics engine.
</constant>
<constant name="AUDIO_OUTPUT_LATENCY" value="30" enum="Monitor">
Output latency of the [AudioServer].
</constant>
<constant name="MONITOR_MAX" value="31" enum="Monitor">
Represents the size of the [enum Monitor] enum.
</constant>
</constants>
</class>