Add Chromium-only Blender WebEngine parity work
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169
blender-5.2.0/intern/cycles/util/profiling.h
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169
blender-5.2.0/intern/cycles/util/profiling.h
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include <cassert>
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#include "util/thread.h"
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#include "util/unique_ptr.h"
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#include "util/vector.h"
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CCL_NAMESPACE_BEGIN
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enum ProfilingEvent : uint32_t {
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PROFILING_UNKNOWN,
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PROFILING_RAY_SETUP,
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PROFILING_INTERSECT_CLOSEST,
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PROFILING_INTERSECT_SUBSURFACE,
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PROFILING_INTERSECT_SHADOW,
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PROFILING_INTERSECT_VOLUME_STACK,
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PROFILING_INTERSECT_DEDICATED_LIGHT,
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PROFILING_SHADE_SURFACE_SETUP,
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PROFILING_SHADE_SURFACE_EVAL,
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PROFILING_SHADE_SURFACE_DIRECT_LIGHT,
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PROFILING_SHADE_SURFACE_INDIRECT_LIGHT,
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PROFILING_SHADE_SURFACE_AO,
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PROFILING_SHADE_SURFACE_PASSES,
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PROFILING_SHADE_DEDICATED_LIGHT,
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PROFILING_SHADE_VOLUME_SETUP,
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PROFILING_SHADE_VOLUME_INTEGRATE,
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PROFILING_SHADE_VOLUME_DIRECT_LIGHT,
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PROFILING_SHADE_VOLUME_INDIRECT_LIGHT,
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PROFILING_SHADE_SHADOW_SETUP,
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PROFILING_SHADE_SHADOW_SURFACE,
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PROFILING_SHADE_SHADOW_VOLUME,
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PROFILING_SHADE_LIGHT_SETUP,
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PROFILING_SHADE_LIGHT_EVAL,
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PROFILING_NUM_EVENTS,
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};
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/* Contains the current execution state of a worker thread.
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* These values are constantly updated by the worker.
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* Periodically the profiler thread will wake up, read them
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* and update its internal counters based on it.
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*
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* Atomics aren't needed here since we're only doing direct
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* writes and reads to (4-byte-aligned) uint32_t, which is
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* guaranteed to be atomic on x86 since the 486.
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* Memory ordering is not guaranteed but does not matter.
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*
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* And even on other architectures, the extremely rare corner
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* case of reading an intermediate state could at worst result
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* in a single incorrect sample. */
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struct ProfilingState {
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volatile uint32_t event = PROFILING_UNKNOWN;
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volatile int32_t shader = -1;
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volatile int32_t object = -1;
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volatile bool active = false;
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vector<uint64_t> shader_hits;
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vector<uint64_t> object_hits;
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};
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class Profiler {
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public:
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Profiler();
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~Profiler();
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void reset(const int num_shaders, const int num_objects);
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void start();
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void stop();
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void add_state(ProfilingState *state);
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void remove_state(ProfilingState *state);
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uint64_t get_event(ProfilingEvent event);
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bool get_shader(const int shader, uint64_t &samples, uint64_t &hits);
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bool get_object(const int object, uint64_t &samples, uint64_t &hits);
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bool active() const;
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protected:
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void run();
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/* Tracks how often the worker was in each ProfilingEvent while sampling,
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* so multiplying the values by the sample frequency (currently 1ms)
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* gives the approximate time spent in each state. */
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vector<uint64_t> event_samples;
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vector<uint64_t> shader_samples;
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vector<uint64_t> object_samples;
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/* Tracks the total amounts every object/shader was hit.
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* Used to evaluate relative cost, written by the render thread.
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* Indexed by the shader and object IDs that the kernel also uses
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* to index __object_flag and __shaders. */
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vector<uint64_t> shader_hits;
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vector<uint64_t> object_hits;
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volatile bool do_stop_worker;
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unique_ptr<thread> worker;
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thread_mutex mutex;
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vector<ProfilingState *> states;
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};
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class ProfilingHelper {
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public:
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ProfilingHelper(ProfilingState *state, ProfilingEvent event) : state(state)
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{
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previous_event = state->event;
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state->event = event;
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}
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~ProfilingHelper()
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{
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state->event = previous_event;
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}
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void set_event(ProfilingEvent event)
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{
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state->event = event;
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}
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protected:
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ProfilingState *state;
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uint32_t previous_event;
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};
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class ProfilingWithShaderHelper : public ProfilingHelper {
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public:
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ProfilingWithShaderHelper(ProfilingState *state, ProfilingEvent event)
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: ProfilingHelper(state, event)
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{
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}
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~ProfilingWithShaderHelper()
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{
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state->object = -1;
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state->shader = -1;
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}
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void set_shader(const int object, const int shader)
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{
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if (state->active) {
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state->shader = shader;
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state->object = object;
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if (shader >= 0) {
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assert(shader < int(state->shader_hits.size()));
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state->shader_hits[shader]++;
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}
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if (object >= 0) {
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assert(object < int(state->object_hits.size()));
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state->object_hits[object]++;
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}
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}
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}
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};
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CCL_NAMESPACE_END
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