bevy/crates/bevy_diagnostic/src/frame_time_diagnostics_plugin.rs

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use crate::{Diagnostic, DiagnosticId, Diagnostics};
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use bevy_app::prelude::*;
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
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use bevy_core::FrameCount;
use bevy_ecs::system::{Res, ResMut};
use bevy_time::Time;
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/// Adds "frame time" diagnostic to an App, specifically "frame time", "fps" and "frame count"
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#[derive(Default)]
pub struct FrameTimeDiagnosticsPlugin;
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impl Plugin for FrameTimeDiagnosticsPlugin {
fn build(&self, app: &mut bevy_app::App) {
app.add_startup_system(Self::setup_system)
.add_system(Self::diagnostic_system);
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}
}
impl FrameTimeDiagnosticsPlugin {
pub const FPS: DiagnosticId = DiagnosticId::from_u128(288146834822086093791974408528866909483);
pub const FRAME_COUNT: DiagnosticId =
DiagnosticId::from_u128(54021991829115352065418785002088010277);
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pub const FRAME_TIME: DiagnosticId =
DiagnosticId::from_u128(73441630925388532774622109383099159699);
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pub fn setup_system(mut diagnostics: ResMut<Diagnostics>) {
diagnostics.add(Diagnostic::new(Self::FRAME_TIME, "frame_time", 20).with_suffix("ms"));
diagnostics.add(Diagnostic::new(Self::FPS, "fps", 20));
Add Exponential Moving Average into diagnostics (#4992) # Objective - Add Time-Adjusted Rolling EMA-based smoothing to diagnostics. - Closes #4983; see that issue for more more information. ## Terms - EMA - [Exponential Moving Average](https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average) - SMA - [Simple Moving Average](https://en.wikipedia.org/wiki/Moving_average#Simple_moving_average) ## Solution - We use a fairly standard approximation of a true EMA where $EMA_{\text{frame}} = EMA_{\text{previous}} + \alpha \left( x_{\text{frame}} - EMA_{\text{previous}} \right)$ where $\alpha = \Delta t / \tau$ and $\tau$ is an arbitrary smoothness factor. (See #4983 for more discussion of the math.) - The smoothness factor is here defaulted to $2 / 21$; this was chosen fairly arbitrarily as supposedly related to the existing 20-bucket SMA. - The smoothness factor can be set on a per-diagnostic basis via `Diagnostic::with_smoothing_factor`. --- ## Changelog ### Added - `Diagnostic::smoothed` - provides an exponentially smoothed view of a recorded diagnostic, to e.g. reduce jitter in frametime readings. ### Changed - `LogDiagnosticsPlugin` now records the smoothed value rather than the raw value. - For diagnostics recorded less often than every 0.1 seconds, this change to defaults will have no visible effect. - For discrete diagnostics where this smoothing is not desirable, set a smoothing factor of 0 to disable smoothing. - The average of the recent history is still shown when available.
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diagnostics
.add(Diagnostic::new(Self::FRAME_COUNT, "frame_count", 1).with_smoothing_factor(0.0));
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}
pub fn diagnostic_system(
mut diagnostics: ResMut<Diagnostics>,
time: Res<Time>,
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
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frame_count: Res<FrameCount>,
) {
add globals to mesh view bind group (#5409) # Objective - It's often really useful to have access to the time when writing shaders. ## Solution - Add a UnifformBuffer in the mesh view bind group - This buffer contains the time, delta time and a wrapping frame count https://user-images.githubusercontent.com/8348954/180130314-97948c2a-2d11-423d-a9c4-fb5c9d1892c7.mp4 --- ## Changelog - Added a `GlobalsUniform` at position 9 of the mesh view bind group ## Notes The implementation is currently split between bevy_render and bevy_pbr because I was basing my implementation on the `ViewPlugin`. I'm not sure if that's the right way to structure it. I named this `globals` instead of just time because we could potentially add more things to it. ## References in other engines - Godot: <https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html#global-built-ins> - Global time since startup, in seconds, by default resets to 0 after 3600 seconds - Doesn't seem to have anything else - Unreal: <https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Constant/> - Generic time value that updates every frame. Can be paused or scaled. - Frame count node, doesn't seem to be an equivalent for shaders: <https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/GetFrameCount/> - Unity: <https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html> - time since startup in seconds. No mention of time wrapping. Stored as a `vec4(t/20, t, t*2, t*3)` where `t` is the value in seconds - Also has delta time, sin time and cos time - ShaderToy: <https://www.shadertoy.com/howto> - iTime is the time since startup in seconds. - iFrameRate - iTimeDelta - iFrame frame counter Co-authored-by: Charles <IceSentry@users.noreply.github.com>
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diagnostics.add_measurement(Self::FRAME_COUNT, || frame_count.0 as f64);
let delta_seconds = time.raw_delta_seconds_f64();
if delta_seconds == 0.0 {
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return;
}
diagnostics.add_measurement(Self::FRAME_TIME, || delta_seconds * 1000.0);
diagnostics.add_measurement(Self::FPS, || 1.0 / delta_seconds);
}
}