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Diffstat (limited to 'meta/3rd/Defold/library/profiler.lua')
m--------- | meta/3rd/Defold | 0 | ||||
-rw-r--r-- | meta/3rd/Defold/library/profiler.lua | 89 |
2 files changed, 0 insertions, 89 deletions
diff --git a/meta/3rd/Defold b/meta/3rd/Defold new file mode 160000 +Subproject 05379b40fb3084d82f7270475e42da8d521c4da diff --git a/meta/3rd/Defold/library/profiler.lua b/meta/3rd/Defold/library/profiler.lua deleted file mode 100644 index ed2a36fa..00000000 --- a/meta/3rd/Defold/library/profiler.lua +++ /dev/null @@ -1,89 +0,0 @@ ----Profiler API documentation ----Functions for getting profiling data in runtime. ----More detailed profiling <https://www.defold.com/manuals/profiling/> and debugging <http://www.defold.com/manuals/debugging/> information available in the manuals. ----@class profiler -profiler = {} ----pause on current frame -profiler.MODE_PAUSE = nil ----start recording -profiler.MODE_RECORD = nil ----continously show latest frame -profiler.MODE_RUN = nil ----pause at peak frame -profiler.MODE_SHOW_PEAK_FRAME = nil ----show full profiler ui -profiler.VIEW_MODE_FULL = nil ----show mimimal profiler ui -profiler.VIEW_MODE_MINIMIZED = nil ----Creates and shows or hides and destroys the on-sceen profiler ui ----The profiler is a real-time tool that shows the numbers of milliseconds spent ----in each scope per frame as well as counters. The profiler is very useful for ----tracking down performance and resource problems. ----@param enabled boolean # true to enable, false to disable -function profiler.enable_ui(enabled) end - ----Get the percent of CPU usage by the application, as reported by the OS. ---- This function is not available on HTML5. ----For some platforms ( Android, Linux and Windows), this information is only available ----by default in the debug version of the engine. It can be enabled in release version as well ----by checking track_cpu under profiler in the game.project file. ----(This means that the engine will sample the CPU usage in intervalls during execution even in release mode.) ----@return number # of CPU used by the application -function profiler.get_cpu_usage() end - ----Get the amount of memory used (resident/working set) by the application in bytes, as reported by the OS. ---- This function is not available on HTML5. ----The values are gathered from internal OS functions which correspond to the following; ---- ----OS Value ---- iOS MacOSAndrod Linux <https://en.wikipedia.org/wiki/Resident_set_size> Resident memory ---- Windows <https://en.wikipedia.org/wiki/Working_set> Working set ---- HTML5 Not available ----@return number # used by the application -function profiler.get_memory_usage() end - ----Send a text to the profiler ----@param text string # the string to send to the profiler -function profiler.log_text(text) end - ----Get the number of recorded frames in the on-screen profiler ui recording buffer ----@return number # the number of recorded frames, zero if on-screen profiler is disabled -function profiler.recorded_frame_count() end - ----Starts a profile scope. ----@param name string # The name of the scope -function profiler.scope_begin(name) end - ----End the current profile scope. -function profiler.scope_end() end - ----Set the on-screen profile mode - run, pause, record or show peak frame ----@param mode constant # the mode to set the ui profiler in -function profiler.set_ui_mode(mode) end - ----Set the on-screen profile view mode - minimized or expanded ----@param mode constant # the view mode to set the ui profiler in -function profiler.set_ui_view_mode(mode) end - ----Shows or hides the time the engine waits for vsync in the on-screen profiler ----Each frame the engine waits for vsync and depending on your vsync settings and how much time ----your game logic takes this time can dwarf the time in the game logic making it hard to ----see details in the on-screen profiler graph and lists. ----Also, by hiding this the FPS times in the header show the time spent each time excuding the ----time spent waiting for vsync. This shows you how long time your game is spending actively ----working each frame. ----This setting also effects the display of recorded frames but does not affect the actual ----recorded frames so it is possible to toggle this on and off when viewing recorded frames. ----By default the vsync wait times is displayed in the profiler. ----@param visible boolean # true to include it in the display, false to hide it. -function profiler.set_ui_vsync_wait_visible(visible) end - ----Pauses and displays a frame from the recording buffer in the on-screen profiler ui ----The frame to show can either be an absolute frame or a relative frame to the current frame. ----@param frame_index table # a table where you specify one of the following parameters: -function profiler.view_recorded_frame(frame_index) end - - - - -return profiler
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