Document the Visual Profiler debugger tab, update some screenshots to 4.0 (#6976)

* Document the Visual Profiler debugger tab, update some screenshots to 4.0

* Update tutorials/scripting/debug/debugger_panel.rst

Co-authored-by: Clay John <claynjohn@gmail.com>

---------

Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
This commit is contained in:
Hugo Locurcio
2023-03-22 11:29:05 +01:00
committed by GitHub
parent a434971e4f
commit 12ff0a170d
13 changed files with 102 additions and 13 deletions

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@@ -6,12 +6,12 @@ Debugger panel
Many of Godot's debugging tools, including the debugger, can be found in the
debugger panel at the bottom of the screen. Click on **Debugger** to open it.
.. image:: img/overview_debugger.png
.. image:: img/overview_debugger.webp
The debugger panel is split into several tabs, each focusing on a specific task.
Debugger
++++++++
--------
The Debugger tab opens automatically when the GDScript compiler reaches
a breakpoint in your code.
@@ -39,29 +39,118 @@ You can use the buttons in the top-right corner to:
This is a current limitation of the GDScript debugger.
Errors
++++++
------
This is where error and warning messages are printed while running the game.
You can disable specific warnings in **Project Settings > Debug > GDScript**.
Profiler
++++++++
--------
The profiler is used to see what code is running while your project is in use,
and how that effects performance. A detailed explanation of how to use it can
be found :ref:`here <doc_the_profiler>`.
and how that effects performance.
.. seealso::
A detailed explanation of how to use the profiler can be found in the
dedicated :ref:`doc_the_profiler` page.
Visual Profiler
---------------
The Visual Profiler can be used to monitor what is taking the most time when
rendering a frame on the CPU and GPU respectively. This allows tracking sources
of potential CPU and GPU bottlenecks caused by rendering.
.. warning::
The Visual Profiler only measures CPU time taken for rendering tasks, such
as performing draw calls. The Visual Profiler does **not** include CPU time
taken for other tasks such as scripting and physics. Use the standard
Profiler tab to track non-rendering-related CPU tasks.
To use the visual profiler, run the project, switch to the **Visual Profiler**
tab within the Debugger bottom panel, then click **Start**:
.. figure:: img/debugger_visual_profiler_results.webp
:alt: Visual Profiler tab after clicking Start, waiting for a few seconds, then clicking Stop
Visual Profiler tab after clicking **Start**, waiting for a few seconds, then clicking **Stop**
You will see categories and results appearing as the profiler is running. Graph
lines also appear, with the left side being a CPU framegraph and the right side
being a GPU framegraph.
Click **Stop** to finish profiling, which will keep the results visible but
frozen in place. Results remain visible after stopping the running project, but
not after exiting the editor.
Click on result categories on the left to highlight them in the CPU and GPU
graphs on the right. You can also click on the graph to move the cursor to a
specific frame number and highlight the selected data type in the result
categories on the left.
You can switch the result display between a time value (in milliseconds per
frame) or a percentage of the target frametime (which is currently hardcoded to
16.67 milliseconds, or 60 FPS).
If framerate spikes occur during profiling, this can cause the graph to be
poorly scaled. Disable **Fit to Frame** so that the graph will zoom onto the 60
FPS+ portion.
.. note::
Remember that Visual Profiler results can vary **heavily** based on
viewport resolution, which is determined by the window size if using the
``disabled`` or ``canvas_items`` :ref:`stretch modes
<doc_multiple_resolutions>`.
When comparing results across different runs, make sure to use the same
viewport size for all runs.
Visual Profiler is supported when using any rendering method (Forward+, Mobile
or Compatibility), but the reported categories will vary depending on the
current rendering method as well as the enabled graphics features. For example,
when using Forward+, a simple 2D scene with shadow-casting lights will result in
the following categories appearing:
.. figure:: img/debugger_visual_profiler_2d_example.webp
:alt: Example results from a 2D scene in the Visual Profiler
Example results from a 2D scene in the Visual Profiler
To give another example with Forward+, a 3D scene with shadow-casting lights and
various effects enabled will result in the following categories enabled:
.. figure:: img/debugger_visual_profiler_3d_example.webp
:alt: Example results from a 3D scene in the Visual Profiler
Example results from a 3D scene in the Visual Profiler
Notice how in the 3D example, several of the categories have **(Parallel)**
appended to their name. This hints that multiple tasks are being performed in
parallel on the GPU. This generally means that disabling only one of the
features involved won't improve performance as much as anticipated, as the other
task still needs to be performed sequentially.
Network Profiler
++++++++++++++++
----------------
The Network Profiler contains a list of all the nodes that communicate over the
multiplayer API and, for each one, some counters on the amount of incoming and
outgoing network interactions. It also features a bandwidth meter that displays
the total bandwidth usage at any given moment.
.. note::
The bandwidth meter does **not** take the :ref:`doc_high_level_multiplayer`
API's own compression system into account. This means that changing the
compression algorithm used will not change the metrics reported by the
bandwidth meter.
Monitors
++++++++
--------
The monitors are graphs of several aspects of the game while its running such as
FPS, memory usage, how many nodes are in a scene and more. All monitors keep
@@ -75,7 +164,7 @@ is running, you can open it later and see how the values changed.
to track arbitrary values in your project.
Video RAM
+++++++++
---------
The **Video RAM** tab shows the video RAM usage of the game while it is running.
It provides a list of every resource using video RAM by resource path, the type
@@ -85,7 +174,7 @@ using. There is also a total video RAM usage number at the top right of the pane
.. image:: img/video_ram.png
Misc
++++
----
The **Misc** tab contains tools to identify the control nodes you are clicking
at runtime:

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@@ -28,7 +28,7 @@ your game in the editor, which can help you in debugging your game.
You can find these options in the **Debug** editor menu.
.. image:: img/overview_debug.png
.. image:: img/overview_debug.webp
Here are the descriptions of the options:
@@ -81,7 +81,7 @@ The script editor has its own set of debug tools for use with breakpoints and
two options. The breakpoint tools can also be found in the **Debugger** tab
of the debugger.
.. image:: img/overview_script_editor.png
.. image:: img/overview_script_editor.webp
The **Break** button causes a break in the script like a breakpoint would.
**Continue** makes the game continue after pausing at a breakpoint.
@@ -131,7 +131,7 @@ When running a game in the editor two options appear at the top of the **Scene**
dock, **Remote** and **Local**. While using **Remote** you can inspect or change
the nodes' parameters in the running project.
.. image:: img/overview_remote.png
.. image:: img/overview_remote.webp
.. note:: Some editor settings related to debugging can be found inside
the **Editor Settings**, under the **Network > Debug** and **Debugger** sections.