RendererInspector.js 9.3 KB

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  1. import { InspectorBase, TimestampQuery, warnOnce, RendererUtils, MeshBasicNodeMaterial, AdditiveBlending, NoToneMapping, LinearSRGBColorSpace } from 'three/webgpu';
  2. import { vec3 } from 'three/tsl';
  3. class ObjectStats {
  4. constructor( uid, name ) {
  5. this.uid = uid;
  6. this.cid = uid.match( /^(.*):f(\d+)$/ )[ 1 ]; // call id
  7. this.name = name;
  8. this.timestamp = 0;
  9. this.cpu = 0;
  10. this.gpu = 0;
  11. this.fps = 0;
  12. this.children = [];
  13. this.parent = null;
  14. }
  15. }
  16. class RenderStats extends ObjectStats {
  17. constructor( uid, scene, camera, renderTarget ) {
  18. let name = scene.name;
  19. if ( name === '' ) {
  20. if ( scene.isScene ) {
  21. name = 'Scene';
  22. } else if ( scene.isQuadMesh ) {
  23. name = 'QuadMesh';
  24. }
  25. }
  26. super( uid, name );
  27. this.scene = scene;
  28. this.camera = camera;
  29. this.renderTarget = renderTarget;
  30. this.isRenderStats = true;
  31. }
  32. }
  33. class ComputeStats extends ObjectStats {
  34. constructor( uid, computeNode ) {
  35. super( uid, computeNode.name );
  36. this.computeNode = computeNode;
  37. this.isComputeStats = true;
  38. }
  39. }
  40. export class RendererInspector extends InspectorBase {
  41. constructor() {
  42. super();
  43. this.currentFrame = null;
  44. this.currentRender = null;
  45. this.currentNodes = null;
  46. this.lastFrame = null;
  47. this.frames = [];
  48. this.framesLib = {};
  49. this.maxFrames = 512;
  50. this._lastFinishTime = 0;
  51. this._resolveTimestampPromise = null;
  52. this.overdraw = false;
  53. this._overdrawMaterial = null;
  54. this.isRendererInspector = true;
  55. }
  56. getParent() {
  57. return this.currentRender || this.getFrame();
  58. }
  59. begin() {
  60. this.currentFrame = this._createFrame();
  61. this.currentRender = this.currentFrame;
  62. this.currentNodes = [];
  63. }
  64. finish() {
  65. const now = performance.now();
  66. const frame = this.currentFrame;
  67. frame.finishTime = now;
  68. frame.deltaTime = now - ( this._lastFinishTime > 0 ? this._lastFinishTime : now );
  69. this.addFrame( frame );
  70. this.fps = this._getFPS();
  71. this.lastFrame = frame;
  72. this.currentFrame = null;
  73. this.currentRender = null;
  74. this.currentNodes = null;
  75. this._lastFinishTime = now;
  76. if ( this.overdraw === true ) {
  77. this._renderOverdraw( frame );
  78. }
  79. }
  80. _renderOverdraw( frame ) {
  81. const renderer = this.getRenderer();
  82. if ( renderer === null ) return;
  83. // first scene render of the frame; nested shadow / RTT passes come after
  84. let primary = null;
  85. for ( const render of frame.renders ) {
  86. if ( render.scene.isScene === true ) {
  87. primary = render;
  88. break;
  89. }
  90. }
  91. if ( primary === null ) return;
  92. if ( this._overdrawMaterial === null ) {
  93. // additive constant, so each pixel sums the depth-passing fragments it shaded
  94. this._overdrawMaterial = new MeshBasicNodeMaterial( {
  95. colorNode: vec3( 0.25 ),
  96. blending: AdditiveBlending,
  97. depthTest: true,
  98. depthWrite: true,
  99. toneMapped: false
  100. } );
  101. }
  102. const { scene, camera } = primary;
  103. // raw render against black with no tone mapping, so the count stays linear
  104. const state = RendererUtils.resetRendererAndSceneState( renderer, scene );
  105. renderer.toneMapping = NoToneMapping;
  106. renderer.outputColorSpace = LinearSRGBColorSpace;
  107. scene.overrideMaterial = this._overdrawMaterial;
  108. renderer.render( scene, camera );
  109. RendererUtils.restoreRendererAndSceneState( renderer, scene, state );
  110. }
  111. _getFPS() {
  112. let frameSum = 0;
  113. let timeSum = 0;
  114. for ( let i = this.frames.length - 1; i >= 0; i -- ) {
  115. const frame = this.frames[ i ];
  116. frameSum ++;
  117. timeSum += frame.deltaTime;
  118. if ( timeSum >= 1000 ) break;
  119. }
  120. return ( frameSum * 1000 ) / timeSum;
  121. }
  122. _createFrame() {
  123. return {
  124. frameId: this.nodeFrame.frameId,
  125. resolvedCompute: false,
  126. resolvedRender: false,
  127. deltaTime: 0,
  128. startTime: performance.now(),
  129. finishTime: 0,
  130. miscellaneous: 0,
  131. children: [],
  132. renders: [],
  133. computes: []
  134. };
  135. }
  136. getFrame() {
  137. return this.currentFrame || this.lastFrame;
  138. }
  139. getFrameById( frameId ) {
  140. return this.framesLib[ frameId ] || null;
  141. }
  142. updateTabs() { }
  143. resolveFrame( /*frame*/ ) { }
  144. async resolveTimestamp() {
  145. if ( this._resolveTimestampPromise !== null ) {
  146. return this._resolveTimestampPromise;
  147. }
  148. this._resolveTimestampPromise = new Promise( ( resolve ) => {
  149. requestAnimationFrame( async () => {
  150. const renderer = this.getRenderer();
  151. if ( renderer.backend.hasTimestamp ) {
  152. await renderer.resolveTimestampsAsync( TimestampQuery.COMPUTE );
  153. await renderer.resolveTimestampsAsync( TimestampQuery.RENDER );
  154. const computeFrames = renderer.backend.getTimestampFrames( TimestampQuery.COMPUTE );
  155. const renderFrames = renderer.backend.getTimestampFrames( TimestampQuery.RENDER );
  156. const frameIds = [ ...new Set( [ ...computeFrames, ...renderFrames ] ) ];
  157. for ( const frameId of frameIds ) {
  158. const frame = this.getFrameById( frameId );
  159. if ( frame !== null ) {
  160. // resolve compute timestamps
  161. if ( frame.resolvedCompute === false ) {
  162. if ( frame.computes.length > 0 ) {
  163. if ( computeFrames.includes( frameId ) ) {
  164. for ( const stats of frame.computes ) {
  165. if ( renderer.backend.hasTimestampQuery( stats.uid ) ) {
  166. stats.gpu = renderer.backend.getTimestamp( stats.uid );
  167. } else {
  168. stats.gpu = 0;
  169. stats.gpuNotAvailable = true;
  170. }
  171. }
  172. frame.resolvedCompute = true;
  173. }
  174. } else {
  175. frame.resolvedCompute = true;
  176. }
  177. }
  178. // resolve render timestamps
  179. if ( frame.resolvedRender === false ) {
  180. if ( frame.renders.length > 0 ) {
  181. if ( renderFrames.includes( frameId ) ) {
  182. for ( const stats of frame.renders ) {
  183. if ( renderer.backend.hasTimestampQuery( stats.uid ) ) {
  184. stats.gpu = renderer.backend.getTimestamp( stats.uid );
  185. } else {
  186. stats.gpu = 0;
  187. stats.gpuNotAvailable = true;
  188. }
  189. }
  190. frame.resolvedRender = true;
  191. }
  192. } else {
  193. frame.resolvedRender = true;
  194. }
  195. }
  196. if ( frame.resolvedCompute === true && frame.resolvedRender === true ) {
  197. this.resolveFrame( frame );
  198. }
  199. }
  200. }
  201. } else {
  202. for ( const frame of this.frames ) {
  203. if ( frame.resolvedCompute === true && frame.resolvedRender === true ) {
  204. continue;
  205. }
  206. const nextFrame = this.getFrameById( frame.frameId + 1 );
  207. if ( nextFrame === null ) continue;
  208. if ( frame.resolvedCompute === false ) {
  209. for ( const stats of frame.computes ) {
  210. stats.gpu = 0;
  211. stats.gpuNotAvailable = true;
  212. }
  213. frame.resolvedCompute = true;
  214. }
  215. if ( frame.resolvedRender === false ) {
  216. for ( const stats of frame.renders ) {
  217. stats.gpu = 0;
  218. stats.gpuNotAvailable = true;
  219. }
  220. frame.resolvedRender = true;
  221. }
  222. if ( frame.resolvedCompute === true && frame.resolvedRender === true ) {
  223. this.resolveFrame( frame );
  224. }
  225. }
  226. }
  227. this._resolveTimestampPromise = null;
  228. resolve();
  229. } );
  230. } );
  231. return this._resolveTimestampPromise;
  232. }
  233. get isAvailable() {
  234. const renderer = this.getRenderer();
  235. return renderer !== null;
  236. }
  237. addFrame( frame ) {
  238. // Limit to max frames.
  239. if ( this.frames.length >= this.maxFrames ) {
  240. const removedFrame = this.frames.shift();
  241. delete this.framesLib[ removedFrame.frameId ];
  242. }
  243. this.frames.push( frame );
  244. this.framesLib[ frame.frameId ] = frame;
  245. if ( this.isAvailable ) {
  246. this.updateTabs();
  247. this.resolveTimestamp();
  248. }
  249. }
  250. inspect( node ) {
  251. const currentNodes = this.currentNodes;
  252. if ( currentNodes !== null ) {
  253. currentNodes.push( node );
  254. } else {
  255. warnOnce( 'RendererInspector: Unable to inspect node outside of frame scope. Use "renderer.setAnimationLoop()".' );
  256. }
  257. }
  258. beginCompute( uid, computeNode ) {
  259. const frame = this.getFrame();
  260. if ( ! frame ) return;
  261. const currentCompute = new ComputeStats( uid, computeNode );
  262. currentCompute.timestamp = performance.now();
  263. currentCompute.parent = this.currentCompute || this.getParent();
  264. frame.computes.push( currentCompute );
  265. if ( this.currentRender !== null ) {
  266. this.currentRender.children.push( currentCompute );
  267. } else {
  268. frame.children.push( currentCompute );
  269. }
  270. this.currentCompute = currentCompute;
  271. }
  272. finishCompute() {
  273. const frame = this.getFrame();
  274. if ( ! frame ) return;
  275. const currentCompute = this.currentCompute;
  276. currentCompute.cpu = performance.now() - currentCompute.timestamp;
  277. this.currentCompute = currentCompute.parent.isComputeStats ? currentCompute.parent : null;
  278. }
  279. beginRender( uid, scene, camera, renderTarget ) {
  280. const frame = this.getFrame();
  281. if ( ! frame ) return;
  282. const currentRender = new RenderStats( uid, scene, camera, renderTarget );
  283. currentRender.timestamp = performance.now();
  284. currentRender.parent = this.getParent();
  285. frame.renders.push( currentRender );
  286. if ( this.currentRender !== null ) {
  287. this.currentRender.children.push( currentRender );
  288. } else {
  289. frame.children.push( currentRender );
  290. }
  291. this.currentRender = currentRender;
  292. }
  293. finishRender() {
  294. const frame = this.getFrame();
  295. if ( ! frame ) return;
  296. const currentRender = this.currentRender;
  297. currentRender.cpu = performance.now() - currentRender.timestamp;
  298. this.currentRender = currentRender.parent;
  299. }
  300. }
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