Optimize managed memory allocations in Editor profiler
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@@ -34,6 +34,7 @@ namespace FlaxEditor.Windows.Profiler
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private List<ClickableRow> _tableRowsCache;
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private Dictionary<Guid, Resource> _resourceCache;
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private StringBuilder _stringBuilder;
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private Asset[] _assetsCache;
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public Assets()
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: base("Assets")
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@@ -138,12 +139,12 @@ namespace FlaxEditor.Windows.Profiler
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_stringBuilder = new StringBuilder();
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// Capture current assets usage info
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var assets = FlaxEngine.Content.Assets;
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var resources = new Resource[assets.Length];
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FlaxEngine.Content.GetAssets(ref _assetsCache, out var count);
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var resources = new Resource[count];
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ulong totalMemoryUsage = 0;
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for (int i = 0; i < resources.Length; i++)
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for (int i = 0; i < count; i++)
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{
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var asset = assets[i];
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var asset = _assetsCache[i];
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ref var resource = ref resources[i];
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if (!asset)
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continue;
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@@ -179,6 +180,7 @@ namespace FlaxEditor.Windows.Profiler
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if (_resources == null)
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_resources = new SamplesBuffer<Resource[]>();
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_resources.Add(resources);
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Array.Clear(_assetsCache);
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}
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/// <inheritdoc />
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@@ -200,6 +202,7 @@ namespace FlaxEditor.Windows.Profiler
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_resourceCache?.Clear();
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_tableRowsCache?.Clear();
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_stringBuilder?.Clear();
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_assetsCache = null;
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base.OnDestroy();
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}
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@@ -35,6 +35,7 @@ namespace FlaxEditor.Windows.Profiler
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private Dictionary<string, Guid> _assetPathToId;
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private Dictionary<Guid, Resource> _resourceCache;
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private StringBuilder _stringBuilder;
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private GPUResource[] _gpuResourcesCached;
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public MemoryGPU()
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: base("GPU Memory")
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@@ -138,12 +139,12 @@ namespace FlaxEditor.Windows.Profiler
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// Capture current GPU resources usage info
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var contentDatabase = Editor.Instance.ContentDatabase;
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var gpuResources = GPUDevice.Instance.Resources;
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var resources = new Resource[gpuResources.Length];
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GPUDevice.Instance.GetResources(ref _gpuResourcesCached, out var count);
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var resources = new Resource[count];
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var sb = _stringBuilder;
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for (int i = 0; i < resources.Length; i++)
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for (int i = 0; i < count; i++)
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{
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var gpuResource = gpuResources[i];
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var gpuResource = _gpuResourcesCached[i];
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ref var resource = ref resources[i];
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// Try to reuse cached resource info
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@@ -219,6 +220,7 @@ namespace FlaxEditor.Windows.Profiler
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if (_resources == null)
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_resources = new SamplesBuffer<Resource[]>();
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_resources.Add(resources);
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Array.Clear(_gpuResourcesCached);
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}
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/// <inheritdoc />
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@@ -255,6 +257,7 @@ namespace FlaxEditor.Windows.Profiler
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_assetPathToId?.Clear();
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_tableRowsCache?.Clear();
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_stringBuilder?.Clear();
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_gpuResourcesCached = null;
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base.OnDestroy();
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}
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@@ -21,6 +21,20 @@ namespace FlaxEngine
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}
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}
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/// <summary>
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/// Gets the assets (loaded or during load).
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/// </summary>
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/// <param name="buffer">Output buffer to fill with asset pointers. Can be provided by a user to avoid memory allocation. Buffer might be larger than actual list size. Use <paramref name="count"/> for actual item count.></param>
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/// <param name="count">Amount of valid items inside <paramref name="buffer"/>.</param>
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public static void GetAssets(ref Asset[] buffer, out int count)
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{
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count = 0;
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IntPtr ptr = Internal_GetAssetsInternal();
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ManagedArray array = Unsafe.As<ManagedArray>(ManagedHandle.FromIntPtr(ptr).Target);
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buffer = NativeInterop.GCHandleArrayToManagedArray<Asset>(array, buffer);
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count = buffer.Length;
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}
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/// <summary>
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/// Loads asset to the Content Pool and holds it until it won't be referenced by any object. Returns null if asset is missing. Actual asset data loading is performed on a other thread in async.
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/// </summary>
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@@ -195,17 +195,19 @@ namespace FlaxEngine.Interop
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/// </summary>
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/// <typeparam name="T">Array element type.</typeparam>
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/// <param name="ptrArray">Input array.</param>
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/// <param name="buffer">Cached memory allocation buffer to use for the result (if size fits).</param>
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/// <returns>Output array.</returns>
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public static T[] GCHandleArrayToManagedArray<T>(ManagedArray ptrArray) where T : class
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public static T[] GCHandleArrayToManagedArray<T>(ManagedArray ptrArray, T[] buffer = null) where T : class
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{
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Span<IntPtr> span = ptrArray.ToSpan<IntPtr>();
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T[] managedArray = new T[ptrArray.Length];
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for (int i = 0; i < managedArray.Length; i++)
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if (buffer == null || buffer.Length < ptrArray.Length)
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buffer = new T[ptrArray.Length];
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for (int i = 0; i < ptrArray.Length; i++)
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{
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IntPtr ptr = span[i];
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managedArray[i] = ptr != IntPtr.Zero ? (T)ManagedHandle.FromIntPtr(ptr).Target : default;
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buffer[i] = ptr != IntPtr.Zero ? (T)ManagedHandle.FromIntPtr(ptr).Target : default;
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}
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return managedArray;
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return buffer;
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}
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/// <summary>
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@@ -20,6 +20,20 @@ namespace FlaxEngine
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return NativeInterop.GCHandleArrayToManagedArray<GPUResource>(array);
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}
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}
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/// <summary>
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/// Gets the list with all active GPU resources.
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/// </summary>
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/// <param name="buffer">Output buffer to fill with resource pointers. Can be provided by a user to avoid memory allocation. Buffer might be larger than actual list size. Use <paramref name="count"/> for actual item count.></param>
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/// <param name="count">Amount of valid items inside <paramref name="buffer"/>.</param>
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public void GetResources(ref GPUResource[] buffer, out int count)
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{
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count = 0;
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IntPtr ptr = Internal_GetResourcesInternal(__unmanagedPtr);
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ManagedArray array = Unsafe.As<ManagedArray>(ManagedHandle.FromIntPtr(ptr).Target);
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buffer = NativeInterop.GCHandleArrayToManagedArray<GPUResource>(array, buffer);
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count = buffer.Length;
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}
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}
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partial struct GPUBufferDescription : IEquatable<GPUBufferDescription>
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