尝试同步
This commit is contained in:
13
test.cpp
13
test.cpp
@@ -27,6 +27,7 @@ vector<vector<double>> matrixMultiply(const vector<vector<double>>& A, const vec
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for (size_t j = 0; j < m; j++) {
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for (size_t k = 0; k < p; k++) {
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result[i][j] += A[i][k] * B[k][j];
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TracyPlot("matrixMultiply", result[i][j]);
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}
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}
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}
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@@ -46,6 +47,7 @@ vector<vector<double>> generateRandomMatrix(size_t rows, size_t cols) {
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for (size_t i = 0; i < rows; i++) {
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for (size_t j = 0; j < cols; j++) {
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matrix[i][j] = dis(gen);
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TracyPlot("generateRandomMatrix", matrix[i][j]);
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}
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}
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@@ -68,7 +70,9 @@ void quickSort(vector<int>& arr, int low, int high) {
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}
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swap(arr[i + 1], arr[high]);
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int pi = i + 1;
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TracyPlot("quickSort.low", (int64_t)low);
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TracyPlot("quickSort.high", (int64_t)high);
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quickSort(arr, low, pi - 1);
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quickSort(arr, pi + 1, high);
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}
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@@ -88,6 +92,7 @@ vector<int> sieveOfEratosthenes(int n) {
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primes.push_back(i);
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for (int j = i * 2; j <= n; j += i) {
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isPrime[j] = false;
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TracyPlot("sieveOfEratosthenes", (isPrime[j] ? 1.0 : 0.0));
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}
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}
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}
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@@ -108,7 +113,8 @@ double calculatePi(int iterations) {
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for (int i = 0; i < iterations; i++) {
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double x = dis(gen);
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double y = dis(gen);
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TracyPlot("calculatePi", (x * x + y * y));
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if (x * x + y * y <= 1.0) {
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insideCircle++;
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}
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@@ -120,6 +126,7 @@ double calculatePi(int iterations) {
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// 斐波那契数列(递归)
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long long fibonacci(int n) {
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ZoneScoped;
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TracyPlot("fibonacci", (int64_t)n);
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if (n <= 1) return n;
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return fibonacci(n - 1) + fibonacci(n - 2);
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@@ -149,6 +156,7 @@ double dotProduct(const vector<double>& a, const vector<double>& b) {
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double result = 0.0;
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for (size_t i = 0; i < a.size(); i++) {
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result += a[i] * b[i];
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TracyPlot("dotProduct", result);
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}
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return result;
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@@ -161,6 +169,7 @@ void complexMathOperations(int iterations) {
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double sum = 0.0;
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for (int i = 1; i <= iterations; i++) {
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sum += sin(i) * cos(i) + tan(i / 100.0) + sqrt(i) + log(i);
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TracyPlot("complexMathOperations", sum);
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}
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cout << "复杂数学计算结果: " << sum << endl;
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@@ -16,7 +16,6 @@ option(IS_TRACY_ON_DEMAND "Tracy 按需分析模式" ON)
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option(IS_TRACY_NO_EXIT "Tracy 不在退出时断开连接" OFF)
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option(IS_TRACY_NO_BROADCAST "Tracy 不广播发现消息" OFF)
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option(IS_TRACY_ONLY_LOCALHOST "Tracy 仅允许本地连接" OFF)
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option(IS_ADVANCED_ZONE_MANAGEMENT "启用Tracy管理器类" ON)
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# ============================================
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# Tracy 配置
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@@ -46,10 +45,6 @@ if(IS_TRACY_ONLY_LOCALHOST)
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add_definitions(-DTRACY_ONLY_LOCALHOST)
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endif()
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if(IS_ADVANCED_ZONE_MANAGEMENT)
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add_definitions(-DADVANCED_ZONE_MANAGEMENT)
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endif()
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# ============================================
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# Tracy 路径配置
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# ============================================
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@@ -15,13 +15,8 @@
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#include "tracy/Tracy.hpp"
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#include <string>
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#include <cstring>
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#ifdef ADVANCED_ZONE_MANAGEMENT
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#include <unordered_map>
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#include <map>
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#include <stack>
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#include <mutex>
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#include <thread>
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#endif
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// Platform specific export definition
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#if defined(_WIN32) || defined(_WIN64)
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@@ -32,22 +27,10 @@
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#define UNITY_PLUGIN_EXPORT
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#endif
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// Simple Zone Manager for basic Zone tracking
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#ifndef ADVANCED_ZONE_MANAGEMENT
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namespace {
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struct SimpleZone {
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const char* name;
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int64_t startTime;
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};
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struct ThreadZones {
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std::stack<SimpleZone> zones;
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};
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std::unordered_map<std::thread::id, ThreadZones> g_threadZones;
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std::mutex g_zonesMutex;
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}
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#endif
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std::map<std::string, tracy::SourceLocationData> sourceLocationCache;
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std::map<std::string, std::string> zoneFunctionNameCache;
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std::map<std::string, std::string> zoneFilePathCache;
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std::map<std::string, std::stack<tracy::ScopedZone*>> zoneStackCache;
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// C export functions (Unity requires C linkage)
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extern "C"
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@@ -67,10 +50,7 @@ extern "C"
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*/
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UNITY_PLUGIN_EXPORT void TracyShutdown()
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{
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#ifndef ADVANCED_ZONE_MANAGEMENT
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std::lock_guard<std::mutex> lock(g_zonesMutex);
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g_threadZones.clear();
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#endif
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}
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/**
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@@ -118,51 +98,6 @@ extern "C"
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}
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}
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/**
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* Begin a named Zone
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* Unity C# call: [DllImport] private static extern void TracyZoneBegin(string name);
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*
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* Note: This is a simplified implementation. For production use, consider using
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* ADVANCED_ZONE_MANAGEMENT or a different Zone management approach.
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*/
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UNITY_PLUGIN_EXPORT void TracyZoneBegin(const char* name)
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{
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#ifndef ADVANCED_ZONE_MANAGEMENT
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if (name != nullptr)
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{
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std::lock_guard<std::mutex> lock(g_zonesMutex);
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auto threadId = std::this_thread::get_id();
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SimpleZone zone;
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zone.name = name;
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zone.startTime = tracy::GetTime();
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g_threadZones[threadId].zones.push(zone);
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// Send zone begin event to Tracy
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TracyMessageL(name);
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}
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#endif
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}
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/**
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* End current Zone
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* Unity C# call: [DllImport] private static extern void TracyZoneEnd();
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*/
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UNITY_PLUGIN_EXPORT void TracyZoneEnd()
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{
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#ifndef ADVANCED_ZONE_MANAGEMENT
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std::lock_guard<std::mutex> lock(g_zonesMutex);
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auto threadId = std::this_thread::get_id();
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auto it = g_threadZones.find(threadId);
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if (it != g_threadZones.end() && !it->second.zones.empty())
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{
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it->second.zones.pop();
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}
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#endif
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}
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/**
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* Unity plugin lifecycle function - called on load
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*/
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@@ -180,117 +115,33 @@ extern "C"
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TracyShutdown();
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}
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} // extern "C"
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/*
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* Advanced Implementation Example - Zone Management
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*
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* Below is a more complete Zone management implementation example
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* Can be extended as needed
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*/
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#ifdef ADVANCED_ZONE_MANAGEMENT
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// Zone Manager (Thread-safe)
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class ZoneManager
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{
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private:
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struct ThreadZones
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UNITY_PLUGIN_EXPORT void TracyZoneScopedBegin(
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const char* name,
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const char* functionName,
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const char* filePath,
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int lineNumber
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)
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{
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std::stack<tracy::ScopedZone*> zones;
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};
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std::unordered_map<std::thread::id, ThreadZones> threadZones;
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std::mutex mutex;
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public:
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void BeginZone(const char* name, const char* function, const char* file, uint32_t line)
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{
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std::lock_guard<std::mutex> lock(mutex);
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auto threadId = std::this_thread::get_id();
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auto& zones = threadZones[threadId].zones;
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// Create source location info
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static const tracy::SourceLocationData loc{name, function, file, line, 0};
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// Create Zone (note: must be heap allocated)
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auto* zone = new tracy::ScopedZone(&loc, true);
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zones.push(zone);
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}
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void EndZone()
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{
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std::lock_guard<std::mutex> lock(mutex);
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auto threadId = std::this_thread::get_id();
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auto it = threadZones.find(threadId);
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if (it != threadZones.end() && !it->second.zones.empty())
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std::string nameStr(name);
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auto iter = sourceLocationCache.find(nameStr);
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if (iter == sourceLocationCache.end())
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{
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auto* zone = it->second.zones.top();
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it->second.zones.pop();
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delete zone;
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zoneFunctionNameCache[nameStr] = functionName;
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zoneFilePathCache[nameStr] = filePath;
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iter = sourceLocationCache.insert(sourceLocationCache.end(), std::make_pair(nameStr, tracy::SourceLocationData{}));
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iter->second.name = iter->first.c_str();
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iter->second.function = zoneFunctionNameCache[nameStr].c_str();
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iter->second.file = zoneFilePathCache[nameStr].c_str();
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iter->second.line = static_cast<uint32_t>(lineNumber);
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iter->second.color = 0;
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}
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zoneStackCache[nameStr].push(new tracy::ScopedZone(&iter->second, 0, true));
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}
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void ClearThread()
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UNITY_PLUGIN_EXPORT void TracyZoneScopedEnd(const char* name)
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{
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std::lock_guard<std::mutex> lock(mutex);
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auto threadId = std::this_thread::get_id();
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auto it = threadZones.find(threadId);
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if (it != threadZones.end())
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{
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// Clean up all unfinished Zones
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while (!it->second.zones.empty())
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{
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delete it->second.zones.top();
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it->second.zones.pop();
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}
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threadZones.erase(it);
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}
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delete zoneStackCache[name].top();
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zoneStackCache[name].pop();
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}
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};
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// Global Zone Manager instance
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static ZoneManager g_zoneManager;
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extern "C" {
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UNITY_PLUGIN_EXPORT void TracyZoneBeginAdvanced(const char* name, const char* function, const char* file, int line)
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{
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g_zoneManager.BeginZone(name, function, file, static_cast<uint32_t>(line));
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}
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UNITY_PLUGIN_EXPORT void TracyZoneEndAdvanced()
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{
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g_zoneManager.EndZone();
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}
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UNITY_PLUGIN_EXPORT void TracyClearThreadZones()
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{
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g_zoneManager.ClearThread();
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}
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} // extern "C"
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#endif // ADVANCED_ZONE_MANAGEMENT
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/*
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* Build and Deployment Instructions:
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*
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* Use CMake for all platforms (see CMakeLists.txt)
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*
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* Quick build:
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* 1. mkdir build && cd build
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* 2. cmake .. -DTRACY_ROOT="/path/to/tracy"
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* 3. cmake --build . --config Release
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*
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* Deploy to Unity:
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* - Copy compiled library to Unity project Assets/Plugins/ directory
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* - Place in appropriate subdirectory based on platform
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* - Configure Plugin Import Settings to match target platform
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*/
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@@ -1,396 +0,0 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using TracyProfiler;
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namespace TracyProfiler.Examples
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{
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/// <summary>
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/// Tracy 使用示例
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/// 展示如何在不同场景下使用 Tracy 性能分析
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/// </summary>
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public class TracyExamples : MonoBehaviour
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{
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[Header("测试参数")]
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[SerializeField] private int heavyComputationIterations = 10000;
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[SerializeField] private int objectPoolSize = 100;
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[SerializeField] private bool runContinuousTest = false;
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private List<GameObject> objectPool = new List<GameObject>();
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private void Start()
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{
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Tracy.Message("TracyExamples - 示例场景启动");
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InitializeObjectPool();
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}
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private void Update()
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{
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// 示例 1: 追踪整个 Update 方法
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using (Tracy.Zone("TracyExamples.Update"))
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{
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// 示例 2: 追踪输入处理
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HandleInput();
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// 示例 3: 追踪游戏逻辑
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if (runContinuousTest)
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{
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UpdateGameLogic();
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}
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// 示例 4: 绘制自定义数据
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PlotCustomData();
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}
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}
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#region 示例 1: 基础 Zone 使用
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private void HandleInput()
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{
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using (Tracy.Zone("Handle Input"))
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{
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if (Input.GetKeyDown(KeyCode.Space))
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{
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Tracy.Message("用户按下空格键");
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PerformHeavyComputation();
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}
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if (Input.GetKeyDown(KeyCode.R))
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{
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Tracy.Message("用户按下 R 键 - 重置对象池");
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ResetObjectPool();
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}
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if (Input.GetKeyDown(KeyCode.T))
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{
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Tracy.Message("用户按下 T 键 - 运行测试");
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StartCoroutine(RunPerformanceTest());
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}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
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#region 示例 2: 计算密集型操作追踪
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||||
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private void UpdateGameLogic()
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{
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using (Tracy.Zone("Update Game Logic"))
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{
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// 模拟一些游戏逻辑
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ProcessAI();
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UpdatePhysics();
|
||||
CheckCollisions();
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessAI()
|
||||
{
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||||
using (Tracy.Zone("Process AI"))
|
||||
{
|
||||
// 模拟 AI 计算
|
||||
float sum = 0;
|
||||
for (int i = 0; i < 1000; i++)
|
||||
{
|
||||
sum += Mathf.Sin(i) * Mathf.Cos(i);
|
||||
}
|
||||
|
||||
Tracy.Plot("AI Computation Result", sum);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdatePhysics()
|
||||
{
|
||||
using (Tracy.Zone("Update Physics"))
|
||||
{
|
||||
// 模拟物理更新
|
||||
foreach (var obj in objectPool)
|
||||
{
|
||||
if (obj.activeInHierarchy)
|
||||
{
|
||||
// 简单的物理模拟
|
||||
obj.transform.position += Vector3.down * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CheckCollisions()
|
||||
{
|
||||
using (Tracy.Zone("Check Collisions"))
|
||||
{
|
||||
// 模拟碰撞检测
|
||||
int activeObjects = 0;
|
||||
foreach (var obj in objectPool)
|
||||
{
|
||||
if (obj.activeInHierarchy)
|
||||
{
|
||||
activeObjects++;
|
||||
}
|
||||
}
|
||||
|
||||
Tracy.Plot("Active Objects", activeObjects);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 示例 3: 重度计算测试
|
||||
|
||||
[ContextMenu("执行重度计算")]
|
||||
public void PerformHeavyComputation()
|
||||
{
|
||||
using (Tracy.Zone("Heavy Computation"))
|
||||
{
|
||||
Tracy.Message($"开始重度计算 ({heavyComputationIterations} 次迭代)");
|
||||
|
||||
// 矩阵运算
|
||||
using (Tracy.Zone("Matrix Operations"))
|
||||
{
|
||||
Matrix4x4 result = Matrix4x4.identity;
|
||||
for (int i = 0; i < heavyComputationIterations; i++)
|
||||
{
|
||||
Matrix4x4 temp = Matrix4x4.TRS(
|
||||
Random.insideUnitSphere,
|
||||
Random.rotation,
|
||||
Vector3.one
|
||||
);
|
||||
result = result * temp;
|
||||
}
|
||||
}
|
||||
|
||||
// 数学运算
|
||||
using (Tracy.Zone("Math Operations"))
|
||||
{
|
||||
double sum = 0;
|
||||
for (int i = 0; i < heavyComputationIterations; i++)
|
||||
{
|
||||
sum += System.Math.Sqrt(i) * System.Math.Sin(i) * System.Math.Cos(i);
|
||||
}
|
||||
Tracy.Plot("Math Result", sum);
|
||||
}
|
||||
|
||||
Tracy.Message("重度计算完成");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 示例 4: 对象池管理
|
||||
|
||||
private void InitializeObjectPool()
|
||||
{
|
||||
using (Tracy.Zone("Initialize Object Pool"))
|
||||
{
|
||||
Tracy.Message($"初始化对象池 (大小: {objectPoolSize})");
|
||||
|
||||
for (int i = 0; i < objectPoolSize; i++)
|
||||
{
|
||||
GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
obj.name = $"PoolObject_{i}";
|
||||
obj.transform.position = Random.insideUnitSphere * 10f;
|
||||
obj.SetActive(false);
|
||||
objectPool.Add(obj);
|
||||
}
|
||||
|
||||
Tracy.Plot("Object Pool Size", objectPoolSize);
|
||||
}
|
||||
}
|
||||
|
||||
[ContextMenu("重置对象池")]
|
||||
public void ResetObjectPool()
|
||||
{
|
||||
using (Tracy.Zone("Reset Object Pool"))
|
||||
{
|
||||
foreach (var obj in objectPool)
|
||||
{
|
||||
obj.transform.position = Random.insideUnitSphere * 10f;
|
||||
obj.SetActive(Random.value > 0.5f);
|
||||
}
|
||||
|
||||
Tracy.Message("对象池已重置");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 示例 5: 协程性能追踪
|
||||
|
||||
[ContextMenu("运行性能测试")]
|
||||
public void StartPerformanceTest()
|
||||
{
|
||||
StartCoroutine(RunPerformanceTest());
|
||||
}
|
||||
|
||||
private IEnumerator RunPerformanceTest()
|
||||
{
|
||||
Tracy.Message("=== 性能测试开始 ===");
|
||||
|
||||
// 测试 1: 快速操作
|
||||
using (Tracy.Zone("Test: Fast Operations"))
|
||||
{
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
float temp = Mathf.Sin(i);
|
||||
}
|
||||
}
|
||||
|
||||
yield return null;
|
||||
|
||||
// 测试 2: 中等操作
|
||||
using (Tracy.Zone("Test: Medium Operations"))
|
||||
{
|
||||
for (int i = 0; i < 1000; i++)
|
||||
{
|
||||
Vector3 temp = Random.insideUnitSphere;
|
||||
}
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
|
||||
// 测试 3: 慢速操作
|
||||
using (Tracy.Zone("Test: Slow Operations"))
|
||||
{
|
||||
for (int i = 0; i < objectPoolSize; i++)
|
||||
{
|
||||
objectPool[i].SetActive(true);
|
||||
objectPool[i].transform.position = Random.insideUnitSphere * 20f;
|
||||
}
|
||||
}
|
||||
|
||||
yield return null;
|
||||
|
||||
Tracy.Message("=== 性能测试完成 ===");
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 示例 6: 自定义数据绘制
|
||||
|
||||
private void PlotCustomData()
|
||||
{
|
||||
using (Tracy.Zone("Plot Custom Data"))
|
||||
{
|
||||
// 绘制内存使用
|
||||
long memoryUsed = System.GC.GetTotalMemory(false);
|
||||
Tracy.Plot("Custom Memory (MB)", memoryUsed / (1024.0 * 1024.0));
|
||||
|
||||
// 绘制对象计数
|
||||
int activeCount = 0;
|
||||
foreach (var obj in objectPool)
|
||||
{
|
||||
if (obj.activeInHierarchy) activeCount++;
|
||||
}
|
||||
Tracy.Plot("Active Pool Objects", activeCount);
|
||||
|
||||
// 绘制帧时间
|
||||
Tracy.Plot("Custom Frame Time (ms)", Time.deltaTime * 1000f);
|
||||
|
||||
// 绘制时间戳
|
||||
Tracy.Plot("Time Since Startup", Time.realtimeSinceStartup);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 示例 7: 条件性能追踪
|
||||
|
||||
/// <summary>
|
||||
/// 演示如何使用条件编译来控制 Tracy 的开销
|
||||
/// </summary>
|
||||
private void ConditionalProfiling()
|
||||
{
|
||||
#if TRACY_ENABLE
|
||||
// 只有在定义了 TRACY_ENABLE 时才执行的代码
|
||||
using (Tracy.Zone("Conditional Profiling"))
|
||||
{
|
||||
// 详细的性能追踪
|
||||
DetailedPerformanceTracking();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private void DetailedPerformanceTracking()
|
||||
{
|
||||
// 非常细粒度的性能追踪
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
using (Tracy.Zone($"Iteration {i}"))
|
||||
{
|
||||
// 每次迭代的详细追踪
|
||||
System.Threading.Thread.Sleep(1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// 清理对象池
|
||||
using (Tracy.Zone("Cleanup Object Pool"))
|
||||
{
|
||||
foreach (var obj in objectPool)
|
||||
{
|
||||
if (obj != null)
|
||||
{
|
||||
Destroy(obj);
|
||||
}
|
||||
}
|
||||
objectPool.Clear();
|
||||
|
||||
Tracy.Message("TracyExamples - 场景清理完成");
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[ContextMenu("切换连续测试")]
|
||||
private void ToggleContinuousTest()
|
||||
{
|
||||
runContinuousTest = !runContinuousTest;
|
||||
Tracy.Message($"连续测试: {(runContinuousTest ? "启用" : "禁用")}");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 演示如何在自定义类中使用 Tracy
|
||||
/// </summary>
|
||||
public class CustomSystem
|
||||
{
|
||||
private string systemName;
|
||||
|
||||
public CustomSystem(string name)
|
||||
{
|
||||
systemName = name;
|
||||
Tracy.Message($"{systemName} - 系统创建");
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
using (Tracy.Zone($"{systemName}.Update"))
|
||||
{
|
||||
// 系统更新逻辑
|
||||
ProcessData();
|
||||
UpdateState();
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessData()
|
||||
{
|
||||
using (Tracy.Zone($"{systemName}.ProcessData"))
|
||||
{
|
||||
// 数据处理
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateState()
|
||||
{
|
||||
using (Tracy.Zone($"{systemName}.UpdateState"))
|
||||
{
|
||||
// 状态更新
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TracyProfiler
|
||||
@@ -37,10 +38,11 @@ namespace TracyProfiler
|
||||
private static extern void TracySetThreadName(string name);
|
||||
|
||||
[DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
|
||||
private static extern void TracyZoneBegin(string name);
|
||||
private static extern void TracyZoneScopedBegin(string name, string function = "", string file = "",
|
||||
int line = 0);
|
||||
|
||||
[DllImport(DLL_NAME, CallingConvention = CallingConvention.Cdecl)]
|
||||
private static extern void TracyZoneEnd();
|
||||
private static extern void TracyZoneScopedEnd(string name);
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -70,7 +72,7 @@ namespace TracyProfiler
|
||||
|
||||
try
|
||||
{
|
||||
#if TRACY_ENABLE || UNITY_EDITOR
|
||||
#if TRACY_ENABLE
|
||||
TracyInit();
|
||||
s_initialized = true;
|
||||
Debug.Log("[Tracy] 性能分析器已初始化");
|
||||
@@ -176,15 +178,14 @@ namespace TracyProfiler
|
||||
private bool isValid;
|
||||
private string zoneName;
|
||||
|
||||
public ZoneScope(string name)
|
||||
public ZoneScope(string name, string function = "", string file = "", int line = 0)
|
||||
{
|
||||
zoneName = name;
|
||||
isValid = s_initialized && s_enabled;
|
||||
|
||||
#if TRACY_ENABLE
|
||||
if (isValid)
|
||||
{
|
||||
TracyZoneBegin(name);
|
||||
TracyZoneScopedBegin(name, function, file, line);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -194,7 +195,7 @@ namespace TracyProfiler
|
||||
#if TRACY_ENABLE
|
||||
if (isValid && s_initialized && s_enabled)
|
||||
{
|
||||
TracyZoneEnd();
|
||||
TracyZoneScopedEnd(zoneName);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -210,31 +211,12 @@ namespace TracyProfiler
|
||||
/// // 要追踪的代码
|
||||
/// }
|
||||
/// </example>
|
||||
public static ZoneScope Zone(string name)
|
||||
public static ZoneScope Zone(string name,
|
||||
[CallerMemberName] string function = "",
|
||||
[CallerFilePath] string file = "",
|
||||
[CallerLineNumber] int line = 0)
|
||||
{
|
||||
return new ZoneScope(name);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 开始一个命名的 Zone
|
||||
/// 注意:必须手动调用 EndZone() 结束,推荐使用 Zone() 方法配合 using 语句
|
||||
/// </summary>
|
||||
[System.Diagnostics.Conditional("TRACY_ENABLE")]
|
||||
public static void BeginZone(string name)
|
||||
{
|
||||
if (!s_initialized || !s_enabled) return;
|
||||
TracyZoneBegin(name);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 结束当前 Zone
|
||||
/// 注意:必须与 BeginZone() 配对使用
|
||||
/// </summary>
|
||||
[System.Diagnostics.Conditional("TRACY_ENABLE")]
|
||||
public static void EndZone()
|
||||
{
|
||||
if (!s_initialized || !s_enabled) return;
|
||||
TracyZoneEnd();
|
||||
return new ZoneScope(name, function, file, line);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user