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cleanup prof stats and trace context names

Andrew Meadows committed 8 years ago

Commit 406bf781 parent 25382049 files · +60 −49Browse files

Showing the changes to interface/src/Application.cpp (1 of 9 files). Show all

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interface/src/Application.cpp+8−10
@@ -4846,8 +4846,7 @@ void Application::update(float deltaTime) { · 4845 unmodified lines
4846 if (_physicsEnabled) {4846 if (_physicsEnabled) {
4847 {4847 {
4848 PROFILE_RANGE(simulation_physics, "PreStep");4848 PROFILE_RANGE(simulation_physics, "PreStep");
4849 4849 PerformanceTimer perfTimer("preStep)");
4850 PerformanceTimer perfTimer("updateStates)");
4851 static VectorOfMotionStates motionStates;4850 static VectorOfMotionStates motionStates;
4852 _entitySimulation->getObjectsToRemoveFromPhysics(motionStates);4851 _entitySimulation->getObjectsToRemoveFromPhysics(motionStates);
4853 _physicsEngine->removeObjects(motionStates);4852 _physicsEngine->removeObjects(motionStates);
@@ -4880,22 +4879,22 @@ void Application::update(float deltaTime) { · 26 unmodified lines
4880 }4879 }
4881 {4880 {
4882 PROFILE_RANGE(simulation_physics, "Step");4881 PROFILE_RANGE(simulation_physics, "Step");
4883 PerformanceTimer perfTimer("stepSimulation");4882 PerformanceTimer perfTimer("step");
4884 getEntities()->getTree()->withWriteLock([&] {4883 getEntities()->getTree()->withWriteLock([&] {
4885 _physicsEngine->stepSimulation();4884 _physicsEngine->stepSimulation();
4886 });4885 });
4887 }4886 }
4888 {4887 {
4889 PROFILE_RANGE(simulation_physics, "PostStep");4888 PROFILE_RANGE(simulation_physics, "PostStep");
4890 PerformanceTimer perfTimer("harvestChanges");4889 PerformanceTimer perfTimer("postStep");
4891 if (_physicsEngine->hasOutgoingChanges()) {4890 if (_physicsEngine->hasOutgoingChanges()) {
4892 // grab the collision events BEFORE handleOutgoingChanges() because at this point4891 // grab the collision events BEFORE handleOutgoingChanges() because at this point
4893 // we have a better idea of which objects we own or should own.4892 // we have a better idea of which objects we own or should own.
4894 auto& collisionEvents = _physicsEngine->getCollisionEvents();4893 auto& collisionEvents = _physicsEngine->getCollisionEvents();
4895 4894
4896 getEntities()->getTree()->withWriteLock([&] {4895 getEntities()->getTree()->withWriteLock([&] {
4897 PROFILE_RANGE(simulation_physics, "Harvest");4896 PROFILE_RANGE(simulation_physics, "HandleChanges");
4898 PerformanceTimer perfTimer("handleOutgoingChanges");4897 PerformanceTimer perfTimer("handleChanges");
4899 4898
4900 const VectorOfMotionStates& outgoingChanges = _physicsEngine->getChangedMotionStates();4899 const VectorOfMotionStates& outgoingChanges = _physicsEngine->getChangedMotionStates();
4901 _entitySimulation->handleChangedMotionStates(outgoingChanges);4900 _entitySimulation->handleChangedMotionStates(outgoingChanges);
@@ -4906,17 +4905,15 @@ void Application::update(float deltaTime) { · 4 unmodified lines
4906 });4905 });
4907 4906
4908 if (!_aboutToQuit) {4907 if (!_aboutToQuit) {
4909 // handleCollisionEvents() AFTER handleOutgoinChanges()4908 // handleCollisionEvents() AFTER handleOutgoingChanges()
4910 {4909 {
4911 PROFILE_RANGE(simulation_physics, "CollisionEvents");4910 PROFILE_RANGE(simulation_physics, "CollisionEvents");
4912 PerformanceTimer perfTimer("entities");
4913 avatarManager->handleCollisionEvents(collisionEvents);4911 avatarManager->handleCollisionEvents(collisionEvents);
4914 // Collision events (and their scripts) must not be handled when we're locked, above. (That would risk4912 // Collision events (and their scripts) must not be handled when we're locked, above. (That would risk
4915 // deadlock.)4913 // deadlock.)
4916 _entitySimulation->handleCollisionEvents(collisionEvents);4914 _entitySimulation->handleCollisionEvents(collisionEvents);
4917 }4915 }
4918 4916
4919 PROFILE_RANGE(simulation_physics, "UpdateEntities");
4920 // NOTE: the getEntities()->update() call below will wait for lock4917 // NOTE: the getEntities()->update() call below will wait for lock
4921 // and will simulate entity motion (the EntityTree has been given an EntitySimulation).4918 // and will simulate entity motion (the EntityTree has been given an EntitySimulation).
4922 getEntities()->update(true); // update the models...4919 getEntities()->update(true); // update the models...
@@ -4927,7 +4924,8 @@ void Application::update(float deltaTime) { · 4 unmodified lines
4927 myAvatar->harvestResultsFromPhysicsSimulation(deltaTime);4924 myAvatar->harvestResultsFromPhysicsSimulation(deltaTime);
4928 }4925 }
4929 4926
4930 if (Menu::getInstance()->isOptionChecked(MenuOption::DisplayDebugTimingDetails) &&4927 if (PerformanceTimer::isActive() &&
4928 Menu::getInstance()->isOptionChecked(MenuOption::DisplayDebugTimingDetails) &&
4931 Menu::getInstance()->isOptionChecked(MenuOption::ExpandPhysicsSimulationTiming)) {4929 Menu::getInstance()->isOptionChecked(MenuOption::ExpandPhysicsSimulationTiming)) {
4932 _physicsEngine->harvestPerformanceStats();4930 _physicsEngine->harvestPerformanceStats();
4933 }4931 }