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Use adapters during zone level iteration.
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85e7125fee
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7be19193d9
@ -3010,25 +3010,27 @@ int View::DispatchZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover
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const auto yPos = wpos.y + offset;
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if( yPos + ostep >= yMin && yPos <= yMax )
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{
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return DrawZoneLevel( vec, hover, pxns, nspx, wpos, _offset, depth, yMin, yMax, tid );
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return DrawZoneLevel<VectorAdapterPointer<ZoneEvent>>( vec, hover, pxns, nspx, wpos, _offset, depth, yMin, yMax, tid );
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}
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else
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{
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return SkipZoneLevel( vec, hover, pxns, nspx, wpos, _offset, depth, yMin, yMax, tid );
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return SkipZoneLevel<VectorAdapterPointer<ZoneEvent>>( vec, hover, pxns, nspx, wpos, _offset, depth, yMin, yMax, tid );
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}
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}
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int View::DrawZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int _offset, int depth, float yMin, float yMax, uint64_t tid )
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template<typename Adapter, typename V>
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int View::DrawZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int _offset, int depth, float yMin, float yMax, uint64_t tid )
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{
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const auto delay = m_worker.GetDelay();
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const auto resolution = m_worker.GetResolution();
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// cast to uint64_t, so that unended zones (end = -1) are still drawn
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auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, m_vd.zvStart - delay ), [] ( const auto& l, const auto& r ) { return (uint64_t)l->End() < (uint64_t)r; } );
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auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, m_vd.zvStart - delay ), [] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)a(l).End() < (uint64_t)r; } );
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if( it == vec.end() ) return depth;
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const auto zitend = std::lower_bound( it, vec.end(), m_vd.zvEnd + resolution, [] ( const auto& l, const auto& r ) { return l->Start() < r; } );
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const auto zitend = std::lower_bound( it, vec.end(), m_vd.zvEnd + resolution, [] ( const auto& l, const auto& r ) { Adapter a; return a(l).Start() < r; } );
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if( it == zitend ) return depth;
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if( (*it)->End() < 0 && m_worker.GetZoneEnd( **it ) < m_vd.zvStart ) return depth;
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Adapter a;
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if( a(*it).End() < 0 && m_worker.GetZoneEnd( a(*it) ) < m_vd.zvStart ) return depth;
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const auto w = ImGui::GetWindowContentRegionWidth() - 1;
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const auto ty = ImGui::GetFontSize();
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@ -3043,7 +3045,7 @@ int View::DrawZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover, do
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while( it < zitend )
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{
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auto& ev = **it;
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auto& ev = a(*it);
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const auto end = m_worker.GetZoneEnd( ev );
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const auto zsz = std::max( ( end - ev.Start() ) * pxns, pxns * 0.5 );
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if( zsz < MinVisSize )
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@ -3057,11 +3059,11 @@ int View::DrawZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover, do
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for(;;)
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{
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const auto prevIt = it;
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it = std::lower_bound( it, zitend, nextTime, [] ( const auto& l, const auto& r ) { return (uint64_t)l->End() < (uint64_t)r; } );
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it = std::lower_bound( it, zitend, nextTime, [] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)a(l).End() < (uint64_t)r; } );
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if( it == prevIt ) ++it;
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num += std::distance( prevIt, it );
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if( it == zitend ) break;
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const auto nend = m_worker.GetZoneEnd( **it );
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const auto nend = m_worker.GetZoneEnd( a(*it) );
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const auto pxnext = ( nend - m_vd.zvStart ) * pxns;
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if( pxnext - px1 >= MinVisSize * 2 ) break;
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px1 = pxnext;
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@ -3237,23 +3239,25 @@ int View::DrawZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover, do
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return maxdepth;
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}
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int View::SkipZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int _offset, int depth, float yMin, float yMax, uint64_t tid )
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template<typename Adapter, typename V>
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int View::SkipZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int _offset, int depth, float yMin, float yMax, uint64_t tid )
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{
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const auto delay = m_worker.GetDelay();
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const auto resolution = m_worker.GetResolution();
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// cast to uint64_t, so that unended zones (end = -1) are still drawn
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auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, m_vd.zvStart - delay ), [] ( const auto& l, const auto& r ) { return (uint64_t)l->End() < (uint64_t)r; } );
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auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, m_vd.zvStart - delay ), [] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)a(l).End() < (uint64_t)r; } );
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if( it == vec.end() ) return depth;
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const auto zitend = std::lower_bound( it, vec.end(), m_vd.zvEnd + resolution, [] ( const auto& l, const auto& r ) { return l->Start() < r; } );
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const auto zitend = std::lower_bound( it, vec.end(), m_vd.zvEnd + resolution, [] ( const auto& l, const auto& r ) { Adapter a; return a(l).Start() < r; } );
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if( it == zitend ) return depth;
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depth++;
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int maxdepth = depth;
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Adapter a;
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while( it < zitend )
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{
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auto& ev = **it;
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auto& ev = a(*it);
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const auto end = m_worker.GetZoneEnd( ev );
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const auto zsz = std::max( ( end - ev.Start() ) * pxns, pxns * 0.5 );
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if( zsz < MinVisSize )
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@ -3263,10 +3267,10 @@ int View::SkipZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover, do
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for(;;)
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{
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const auto prevIt = it;
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it = std::lower_bound( it, zitend, nextTime, [] ( const auto& l, const auto& r ) { return (uint64_t)l->End() < (uint64_t)r; } );
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it = std::lower_bound( it, zitend, nextTime, [] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)a(l).End() < (uint64_t)r; } );
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if( it == prevIt ) ++it;
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if( it == zitend ) break;
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const auto nend = m_worker.GetZoneEnd( **it );
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const auto nend = m_worker.GetZoneEnd( a(*it) );
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const auto pxnext = ( nend - m_vd.zvStart ) * pxns;
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if( pxnext - px1 >= MinVisSize * 2 ) break;
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px1 = pxnext;
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@ -120,8 +120,10 @@ private:
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void DrawZones();
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void DrawContextSwitches( const ContextSwitch* ctx, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int offset, int endOffset );
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int DispatchZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int offset, int depth, float yMin, float yMax, uint64_t tid );
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int DrawZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int offset, int depth, float yMin, float yMax, uint64_t tid );
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int SkipZoneLevel( const Vector<short_ptr<ZoneEvent>>& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int offset, int depth, float yMin, float yMax, uint64_t tid );
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template<typename Adapter, typename V>
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int DrawZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int offset, int depth, float yMin, float yMax, uint64_t tid );
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template<typename Adapter, typename V>
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int SkipZoneLevel( const V& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int offset, int depth, float yMin, float yMax, uint64_t tid );
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int DispatchGpuZoneLevel( const Vector<short_ptr<GpuEvent>>& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int offset, int depth, uint64_t thread, float yMin, float yMax, int64_t begin, int drift );
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int DrawGpuZoneLevel( const Vector<short_ptr<GpuEvent>>& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int offset, int depth, uint64_t thread, float yMin, float yMax, int64_t begin, int drift );
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int SkipGpuZoneLevel( const Vector<short_ptr<GpuEvent>>& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int offset, int depth, uint64_t thread, float yMin, float yMax, int64_t begin, int drift );
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