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#include "UnityPrefix.h"
#include "CollectProfilerStats.h"
#include "Runtime/Allocator/MemoryManager.h"
#if ENABLE_PROFILER
#if UNITY_OSX
#include <mach/mach.h>
#elif UNITY_WIN && !UNITY_WP8
#include "Psapi.h"
#elif UNITY_XENON
#include "PlatformDependent/Xbox360/Source/XenonMemory.h"
#endif
#include "Runtime/Profiler/ProfilerStats.h"
#include "Runtime/Profiler/Profiler.h"
#include "Runtime/BaseClasses/BaseObject.h"
#include "Runtime/GfxDevice/GfxDevice.h"
#include "Runtime/Graphics/RenderTexture.h"
#include "Runtime/Shaders/VBO.h"
#include "Runtime/Filters/Deformation/SkinnedMeshFilter.h"
#include "Runtime/BaseClasses/ManagerContext.h"
#include "Runtime/Profiler/ProfilerImpl.h"
#include "Runtime/Profiler/TimeHelper.h"
#include "Runtime/Audio/AudioManager.h"
#include "Runtime/Profiler/MemoryProfilerStats.h"
#include "MemoryProfiler.h"
#include "Runtime/Misc/SystemInfo.h"
#include "Runtime/Dynamics/PhysicsModule.h"
#include "Runtime/Interfaces/IPhysics.h"
#include "Runtime/Interfaces/IPhysics2D.h"
#include "Runtime/Interfaces/IAudio.h"
void CollectDrawStats (DrawStats& drawStats)
{
// Read GFX Device and populate rendering statistics with obtained information
drawStats.drawCalls = GetGfxDevice().GetFrameStats().GetDrawStats().calls;
drawStats.triangles = GetGfxDevice().GetFrameStats().GetDrawStats().tris;
drawStats.vertices = GetGfxDevice().GetFrameStats().GetDrawStats().verts;
drawStats.batchedDrawCalls = GetGfxDevice().GetFrameStats().GetDrawStats().batchedCalls;
drawStats.batchedTriangles = GetGfxDevice().GetFrameStats().GetDrawStats().batchedTris;
drawStats.batchedVertices = GetGfxDevice().GetFrameStats().GetDrawStats().batchedVerts;
drawStats.shadowCasters = GetGfxDevice().GetFrameStats().GetClientStats().shadowCasters;
GetGfxDevice().GetFrameStats().AccumulateUsedTextureUsage();
drawStats.usedTextureCount = GetGfxDevice().GetFrameStats().GetDrawStats().usedTextureCount;
drawStats.usedTextureBytes = GetGfxDevice().GetFrameStats().GetDrawStats().usedTextureBytes;
drawStats.renderTextureCount = RenderTexture::GetCreatedRenderTextureCount();
drawStats.renderTextureBytes = RenderTexture::GetCreatedRenderTextureBytes();
drawStats.renderTextureStateChanges = GetGfxDevice().GetFrameStats().GetStateChanges().renderTexture;
drawStats.screenWidth = GetGfxDevice().GetFrameStats().GetMemoryStats().screenWidth;
drawStats.screenHeight = GetGfxDevice().GetFrameStats().GetMemoryStats().screenHeight;
drawStats.screenFSAA = GetGfxDevice().GetFrameStats().GetMemoryStats().screenFSAA;
drawStats.screenBytes = GetGfxDevice().GetFrameStats().GetMemoryStats().screenBytes;
drawStats.vboTotal = GetGfxDevice().GetTotalVBOCount();
drawStats.vboTotalBytes = GetGfxDevice().GetTotalVBOBytes();
drawStats.vboUploads = GetGfxDevice().GetFrameStats().GetStateChanges().vboUploads;
drawStats.vboUploadBytes = GetGfxDevice().GetFrameStats().GetStateChanges().vboUploadBytes;
drawStats.ibUploads = GetGfxDevice().GetFrameStats().GetStateChanges().ibUploads;
drawStats.ibUploadBytes = GetGfxDevice().GetFrameStats().GetStateChanges().ibUploadBytes;
drawStats.totalAvailableVRamMBytes = RoundfToInt(gGraphicsCaps.videoMemoryMB);
drawStats.visibleSkinnedMeshes = SkinnedMeshRenderer::GetVisibleSkinnedMeshRendererCount();
}
static void GatherObjectAllocationInformation(const dynamic_array<Object*>& objs, int& nbObjects, int& bytes)
{
nbObjects = objs.size();
bytes = 0;
for (int i=0; i<nbObjects; i++)
bytes += objs[i]->GetRuntimeMemorySize();
}
void CollectMemoryAllocationStats(MemoryStats& memoryStats)
{
GatherObjectAllocationInformation( GetMemoryProfilerStats().GetTextures(), memoryStats.textureCount, memoryStats.textureBytes);
GatherObjectAllocationInformation( GetMemoryProfilerStats().GetMeshes(), memoryStats.meshCount, memoryStats.meshBytes);
GatherObjectAllocationInformation( GetMemoryProfilerStats().GetMaterials(), memoryStats.materialCount, memoryStats.materialBytes);
GatherObjectAllocationInformation( GetMemoryProfilerStats().GetAnimationClips(), memoryStats.animationClipCount, memoryStats.animationClipBytes);
GatherObjectAllocationInformation( GetMemoryProfilerStats().GetAudioClips(), memoryStats.audioCount, memoryStats.audioBytes);
memoryStats.totalObjectsCount = Object::GetLoadedObjectCount();
#if ENABLE_MEMORY_MANAGER
#if UNITY_XENON
size_t additionalUsedMemoryUnity = xenon::GetOtherMemoryAllocated();
size_t additionalUsedMemorySystem = 32 * 1024 * 1024; // OS reserved
#else
size_t additionalUsedMemoryUnity = 0;
size_t additionalUsedMemorySystem = 0;
#endif
memoryStats.bytesUsedProfiler = GetMemoryManager().GetAllocator(kMemProfiler)->GetAllocatedMemorySize();
memoryStats.bytesUsedFMOD = GetMemoryManager().GetAllocatedMemory(kMemFMOD);
memoryStats.bytesUsedUnity = GetUsedHeapSize() - memoryStats.bytesUsedProfiler - memoryStats.bytesUsedFMOD + additionalUsedMemoryUnity;
#if ENABLE_MONO
memoryStats.bytesUsedMono = mono_gc_get_used_size();
#else
memoryStats.bytesUsedMono = 0;
#endif
memoryStats.bytesUsedGFX = GetMemoryManager().GetRegisteredGFXDriverMemory();
memoryStats.bytesUsedTotal = memoryStats.bytesUsedUnity + memoryStats.bytesUsedMono + memoryStats.bytesUsedGFX + memoryStats.bytesUsedProfiler + additionalUsedMemorySystem;
memoryStats.bytesReservedProfiler = GetMemoryManager().GetAllocator(kMemProfiler)->GetReservedSizeTotal();
memoryStats.bytesReservedFMOD = GetMemoryManager().GetAllocatedMemory(kMemFMOD);
memoryStats.bytesReservedUnity = GetMemoryManager().GetTotalReservedMemory() - memoryStats.bytesReservedProfiler - memoryStats.bytesReservedFMOD + additionalUsedMemoryUnity;
#if ENABLE_MONO
memoryStats.bytesReservedMono = mono_gc_get_heap_size();
#else
memoryStats.bytesReservedMono = 0;
#endif
memoryStats.bytesReservedGFX = GetMemoryManager().GetRegisteredGFXDriverMemory();
memoryStats.bytesReservedTotal = memoryStats.bytesReservedUnity + memoryStats.bytesReservedMono + memoryStats.bytesReservedGFX + memoryStats.bytesReservedProfiler + additionalUsedMemorySystem;
memoryStats.assetCount = GetMemoryProfilerStats().GetAssetCount();
memoryStats.sceneObjectCount = GetMemoryProfilerStats().GetSceneObjectCount();
memoryStats.gameObjectCount = GetMemoryProfilerStats().GetGameObjectCount();
memoryStats.classCount = GetMemoryProfilerStats().GetClassCount();
memoryStats.bytesVirtual = systeminfo::GetUsedVirtualMemoryMB() * 1024*1024;
#if UNITY_WP8
memoryStats.bytesCommitedLimit = systeminfo::GetCommitedMemoryLimitMB() * 1024 * 1024;
memoryStats.bytesCommitedTotal = systeminfo::GetCommitedMemoryMB() * 1024 * 1024;
#else
memoryStats.bytesCommitedLimit = 0;
memoryStats.bytesCommitedTotal = 0;
#endif
#if ENABLE_MEM_PROFILER
//memoryStats.memoryOverview = GetMemoryProfiler()->GetOverview();
#endif
#endif // #if ENABLE_MEMORY_MANAGER
}
void CollectProfilerStats (AllProfilerStats& stats)
{
CollectMemoryAllocationStats(stats.memoryStats);
CollectDrawStats(stats.drawStats);
UnityProfiler::Get().GetDebugStats(stats.debugStats);
IAudio* audioModule = GetIAudio();
if (audioModule)
audioModule->GetProfilerStats(stats.audioStats);
IPhysics* physicsModule = GetIPhysics();
if (physicsModule)
physicsModule->GetProfilerStats(stats.physicsStats);
IPhysics2D* physics2DModule = GetIPhysics2D ();
if (physics2DModule)
physics2DModule->GetProfilerStats (stats.physics2DStats);
}
ProfilerString GetMiniMemoryOverview()
{
#if ENABLE_MEMORY_MANAGER
return ("Allocated: " + FormatBytes(GetUsedHeapSize()) + " Objects: " + IntToString(Object::GetLoadedObjectCount ())).c_str();
#else
return "";
#endif
}
#endif
unsigned GetUsedHeapSize()
{
#if ENABLE_MEMORY_MANAGER
#if (UNITY_OSX && UNITY_EDITOR)
UInt32 osxversion = 0;
Gestalt(gestaltSystemVersion, (MacSInt32 *) &osxversion);
if(osxversion >= 0x01060)
return MemoryManager::m_LowLevelAllocated - GetMemoryManager().GetTotalUnusedReservedMemory();
else
return 0;
#else
return GetMemoryManager().GetTotalAllocatedMemory();
#endif
#else
return 0;
#endif
}
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