/******************************************************************************* * Copyright 2011 See AUTHORS file. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.badlogic.gdx.graphics.profiling; import static com.badlogic.gdx.graphics.GL20.GL_INVALID_ENUM; import static com.badlogic.gdx.graphics.GL20.GL_INVALID_FRAMEBUFFER_OPERATION; import static com.badlogic.gdx.graphics.GL20.GL_INVALID_OPERATION; import static com.badlogic.gdx.graphics.GL20.GL_INVALID_VALUE; import static com.badlogic.gdx.graphics.GL20.GL_OUT_OF_MEMORY; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.math.FloatCounter; /** When enabled, collects statistics about GL calls and checks for GL errors. * Enabling will wrap Gdx.gl* instances with delegate classes which provide described functionality * and route GL calls to the actual GL instances. * * @see GL20Profiler * @see GL30Profiler * * @author Daniel Holderbaum * @author Jan Polák */ public abstract class GLProfiler { /** All calls to any GL function since the last reset. */ public static int calls; /** The amount of times a texture binding has happened since the last reset. */ public static int textureBindings; /** The amount of draw calls that happened since the last reset. */ public static int drawCalls; /** The amount of times a shader was switched since the last reset. */ public static int shaderSwitches; /** The amount rendered vertices since the last reset. */ public static final FloatCounter vertexCount = new FloatCounter(0); public static String resolveErrorNumber (int error) { switch (error) { case GL_INVALID_VALUE: return "GL_INVALID_VALUE"; case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION"; case GL_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION"; case GL_INVALID_ENUM: return "GL_INVALID_ENUM"; case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY"; default: return "number " + error; } } /** This listener will be called when GLProfiler is enabled and any GL call sets an error number (retrievable by glGetError call). * * Default is {@link GLErrorListener#LOGGING_LISTENER}. */ public static GLErrorListener listener = GLErrorListener.LOGGING_LISTENER; /** Enables profiling by replacing the {@code GL20} and {@code GL30} instances with profiling ones. */ public static void enable () { if (!isEnabled()) { Gdx.gl30 = Gdx.gl30 == null ? null : new GL30Profiler(Gdx.gl30); Gdx.gl20 = Gdx.gl30 != null ? Gdx.gl30 : new GL20Profiler(Gdx.gl20); Gdx.gl = Gdx.gl20; } } /** Disables profiling by resetting the {@code GL20} and {@code GL30} instances with the original ones. */ public static void disable () { if (Gdx.gl30 != null && Gdx.gl30 instanceof GL30Profiler) Gdx.gl30 = ((GL30Profiler)Gdx.gl30).gl30; if (Gdx.gl20 != null && Gdx.gl20 instanceof GL30Profiler) Gdx.gl20 = ((GL30Profiler)Gdx.gl).gl30; if (Gdx.gl20 != null && Gdx.gl20 instanceof GL20Profiler) Gdx.gl20 = ((GL20Profiler)Gdx.gl).gl20; if (Gdx.gl != null && Gdx.gl instanceof GL20Profiler) Gdx.gl = ((GL20Profiler)Gdx.gl).gl20; } /** @return Whether profiling is currently enabled */ public static boolean isEnabled() { return Gdx.gl30 instanceof GL30Profiler || Gdx.gl20 instanceof GL20Profiler; } /** Will reset the statistical information which has been collected so far. This should be called after every frame. * Error listener is kept as it is. */ public static void reset () { calls = 0; textureBindings = 0; drawCalls = 0; shaderSwitches = 0; vertexCount.reset(); } }