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diff --git a/meta/3rd/Defold/library/profiler.lua b/meta/3rd/Defold/library/profiler.lua
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----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 \ No newline at end of file