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236 lines
7.8 KiB
ReStructuredText
.. _doc_tracing_profilers:
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Tracing Profilers
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=================
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Godot currently supports two tracing profilers:
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`Tracy <https://github.com/wolfpld/tracy>`__ and `Perfetto <https://perfetto.dev>`__.
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In order to use either of them, you'll need to build the engine from source.
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If you've never done this before, please read
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:ref:`these docs <doc_compiling_index>` for the platform you want to profile on.
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You'll need to perform the same steps here, but with some additional arguments
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for ``scons``.
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.. _doc_tracy_profiler:
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Tracy for Windows, Linux, and macOS
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-----------------------------------
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Tracy is an Open Source profiler that runs on a wide variety of platforms,
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including Windows, Linux, and macOS. While it is primarily a tracing profiler,
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it can also periodically sample data like a
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:ref:`sampling profiler <doc_sampling_profilers>`, giving some of the benefits
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of both approaches.
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Build Godot with Tracy support
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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First, clone the latest version of the Tracy source code ("0.13.0" at the
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time of writing) using Git:
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.. code-block:: shell
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git clone -b v0.13.0 --single-branch https://github.com/wolfpld/tracy.git
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This will create a ``tracy`` directory - you can place this anywhere.
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Next, build the release templates for your platform using ``scons``, but adding
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the ``profiler=tracy profiler_path=path/to/tracy`` arguments with the real path
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to the ``tracy`` directory, as well as ``debug_symbols=yes`` to allow Tracy's
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sampling features to work.
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.. note::
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You don't have to build release templates, you could also build debug
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templates, or even the editor. However, it's generally recommended to
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profile release templates, because that is the version your players will
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use, and it will perform differently than other types of builds.
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For example, to build release templates for Windows:
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.. code-block:: shell
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scons platform=windows target=template_release debug_symbols=yes profiler=tracy profiler_path=path/to/tracy
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Get the Tracy "server"
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~~~~~~~~~~~~~~~~~~~~~~
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In Tracy terminology, the application you are profiling is the "client", and
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the one receiving the data is the "server".
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If you are on Windows, you can download a pre-built ``tracy-profiler.exe``
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from the Tracy `releases page <https://github.com/wolfpld/tracy/releases>`_.
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However, if you're on Linux or macOS, you'll either need to find a pre-built
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binary from a package manager (like ``brew`` or ``nix``), or build it from
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source yourself.
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.. note::
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If you do use a pre-built binary, be sure to use the same version that
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you used when building Godot.
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Build the Tracy server from source
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++++++++++++++++++++++++++++++++++
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In order to build Tracy, you'll need to install ``cmake``, which can be
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downloaded from the `CMake website <https://cmake.org/download/>`_, or
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possibly installed via a package manager (like ``brew`` or ``nix``).
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The full instructions for building Tracy from source can be found in the
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`Tracy manual <https://github.com/wolfpld/tracy/releases/latest/download/tracy.pdf>`_,
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but here is the TL;DR:
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.. code-block:: shell
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# On Linux, Tracy uses Wayland by default, so if you use X11 add -DLEGACY=1
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cmake -B profiler/build -S profiler -DCMAKE_BUILD_TYPE=Release
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cmake --build profiler/build --config Release --parallel
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This will place the binary at ``tracy/profiler/build/tracy-profiler`` or
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``tracy/profiler/build/tracy-profiler.exe`` (on Windows).
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Record a trace
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~~~~~~~~~~~~~~
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Launch the Tracy server - you'll see something like this:
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.. image:: img/cpp_profiler_tracy_start.webp
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Press "connect". This will ensure tracy makes a connection immediately when
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the game launches. If you forget to press "connect", Tracy will store system
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events in RAM, which can quickly blow up your memory usage (see the
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``TRACY_ON_DEMAND`` documentation).
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Now, export your game using the release templates you built above, and run it.
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As soon as both are running, and you have pressed the "Connect" button in
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Tracy, you'll see data coming in:
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.. image:: img/cpp_profiler_tracy_recording.webp
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When you think you've gathered enough data, press the "Stop" button. If you
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clicked somewhere and the box with the "Stop" button disappeared, you can
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click the top-left most icon to bring it back.
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Examining the trace
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~~~~~~~~~~~~~~~~~~~
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Here are some of the basic controls:
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- Zoom in/out with the mouse wheel
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- Right click and drag to move forward/backward on the timeline
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- In the top bar, click the left and right arrow buttons by "Frames" to move a single frame on the timeline
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To learn more, see the
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`Tracy manual <https://github.com/wolfpld/tracy/releases/latest/download/tracy.pdf>`_.
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Perfetto for Android
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--------------------
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Perfetto is the default tracing system for Android. In fact, its system tracing
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service has been built into the platform since Android 9.
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Build Godot with Perfetto support
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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First, clone the latest version of the Perfetto source code ("53.0" at the
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time of writing) using Git:
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.. code-block:: shell
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git clone -b v53.0 --single-branch https://github.com/google/perfetto.git
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This will create a ``perfetto`` directory - you can place this anywhere.
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Next, build the Android debug or release templates for your architecture using
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``scons`` (per :ref:`Compiling for Android <doc_compiling_for_android>`), but
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adding the ``profiler=perfetto profiler_path=path/to/perfetto`` arguments with
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the real path to the ``perfetto`` directory.
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.. note::
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It's generally recommended to profile release templates, because that is
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the version your players will use, and it will perform differently than
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other types of builds. However, in the case of Android, it can sometimes
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be useful to use debug templates, because Godot can only do remote
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debugging of games exported from debug templates.
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For example, to build the release templates for arm64:
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.. code-block:: shell
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scons platform=android target=template_release arch=arm64 generate_android_binaries=yes profiler=perfetto profiler_path=path/to/perfetto
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Configuration
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~~~~~~~~~~~~~
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Perfetto requires a configuration file to tell it which events to track.
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Create a file called ``godot.config`` inside of the ``perfetto`` directory
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with this content:
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.. code-block:: text
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# Trace for 10 seconds.
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duration_ms: 10000
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buffers {
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size_kb: 32768
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fill_policy: RING_BUFFER
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}
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# Write to file once every second to prevent overflowing the buffer.
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write_into_file: true
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file_write_period_ms: 1000
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# Track events in the "godot" category.
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data_sources {
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config {
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name: "track_event"
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track_event_config {
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enabled_categories: "godot"
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}
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}
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}
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Record a trace
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~~~~~~~~~~~~~~
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Finally, launch your game on an Android device using the export templates you
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built earlier.
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When you're ready to record a trace (for example, when you've hit the part of
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your game that is exhibiting performance issues), you can use this script that
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comes with the Perfetto source code:
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.. code-block:: shell
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cd perfetto
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./tools/record_android_trace -c godot.config
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This will record for 10 seconds (per the configuration), or until you press
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:kbd:`Ctrl + C`.
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Examining the trace
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~~~~~~~~~~~~~~~~~~~
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As soon as that script exits, it will launch the Perfetto UI in a web browser.
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To see the Godot events, expand the row for your application by clicking on its
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Android "Unique Name" (Perfetto will also include some events from system
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services in the trace).
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.. image:: img/cpp_profiler_perfetto.webp
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Then you can use the ``WASD`` keys to navigate the graph:
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- Press :kbd:`A` or :kbd:`D` to navigate forward or backward along the timeline
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- Press :kbd:`W` or :kbd:`S` to zoom in or out
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You'll probably need to zoom a bit before you're able to see the individual
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events from Godot.
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To learn more, see the
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`Perfetto UI documentation <https://perfetto.dev/docs/visualization/perfetto-ui>`_.
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