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84 lines
4.3 KiB
ReStructuredText
84 lines
4.3 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the Performance.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_Performance:
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Performance
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===========
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**Inherits:** :ref:`Object<class_object>`
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**Category:** Core
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Brief Description
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-----------------
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Exposes performance related data.
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Member Functions
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----------------
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+----------------------------+---------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_monitor<class_Performance_get_monitor>` **(** :ref:`int<class_int>` monitor **)** const |
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+----------------------------+---------------------------------------------------------------------------------------------------+
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Enums
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-----
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.. _enum_Performance_Monitor:
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enum **Monitor**
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- **TIME_FPS** = **0** --- Frames per second.
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- **TIME_PROCESS** = **1** --- Time it took to complete one frame.
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- **TIME_PHYSICS_PROCESS** = **2** --- Time it took to complete one physics frame.
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- **MEMORY_STATIC** = **3** --- Static memory currently used, in bytes. Not available in release builds.
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- **MEMORY_DYNAMIC** = **4** --- Dynamic memory currently used, in bytes. Not available in release builds.
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- **MEMORY_STATIC_MAX** = **5** --- Available static memory. Not available in release builds.
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- **MEMORY_DYNAMIC_MAX** = **6** --- Available dynamic memory. Not available in release builds.
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- **MEMORY_MESSAGE_BUFFER_MAX** = **7** --- Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
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- **OBJECT_COUNT** = **8** --- Number of objects currently instanced (including nodes).
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- **OBJECT_RESOURCE_COUNT** = **9** --- Number of resources currently used.
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- **OBJECT_NODE_COUNT** = **10** --- Number of nodes currently instanced. This also includes the root node, as well as any nodes not in the scene tree.
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- **RENDER_OBJECTS_IN_FRAME** = **11** --- 3D objects drawn per frame.
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- **RENDER_VERTICES_IN_FRAME** = **12** --- Vertices drawn per frame. 3D only.
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- **RENDER_MATERIAL_CHANGES_IN_FRAME** = **13** --- Material changes per frame. 3D only
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- **RENDER_SHADER_CHANGES_IN_FRAME** = **14** --- Shader changes per frame. 3D only.
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- **RENDER_SURFACE_CHANGES_IN_FRAME** = **15** --- Render surface changes per frame. 3D only.
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- **RENDER_DRAW_CALLS_IN_FRAME** = **16** --- Draw calls per frame. 3D only.
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- **RENDER_VIDEO_MEM_USED** = **17** --- Video memory used. Includes both texture and vertex memory.
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- **RENDER_TEXTURE_MEM_USED** = **18** --- Texture memory used.
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- **RENDER_VERTEX_MEM_USED** = **19** --- Vertex memory used.
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- **RENDER_USAGE_VIDEO_MEM_TOTAL** = **20**
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- **PHYSICS_2D_ACTIVE_OBJECTS** = **21** --- Number of active :ref:`RigidBody2D<class_rigidbody2d>` nodes in the game.
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- **PHYSICS_2D_COLLISION_PAIRS** = **22** --- Number of collision pairs in the 2D physics engine.
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- **PHYSICS_2D_ISLAND_COUNT** = **23** --- Number of islands in the 2D physics engine.
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- **PHYSICS_3D_ACTIVE_OBJECTS** = **24** --- Number of active :ref:`RigidBody<class_rigidbody>` and :ref:`VehicleBody<class_vehiclebody>` nodes in the game.
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- **PHYSICS_3D_COLLISION_PAIRS** = **25** --- Number of collision pairs in the 3D physics engine.
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- **PHYSICS_3D_ISLAND_COUNT** = **26** --- Number of islands in the 3D physics engine.
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- **MONITOR_MAX** = **27**
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Description
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-----------
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This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the *Monitor* tab in the editor's *Debugger* panel. By using the :ref:`get_monitor<class_Performance_get_monitor>` method of this class, you can access this data from your code. Note that a few of these monitors are only available in debug mode and will always return 0 when used in a release build.
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Many of these monitors are not updated in real-time, so there may be a short delay between changes.
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Member Function Description
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---------------------------
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.. _class_Performance_get_monitor:
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- :ref:`float<class_float>` **get_monitor** **(** :ref:`int<class_int>` monitor **)** const
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Returns the value of one of the available monitors. You should provide one of this class's constants as the argument, like this:
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::
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print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console
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