add memory usage debugging

This commit is contained in:
ZappoMan 2013-09-27 10:17:10 -07:00
parent eb6af1afbf
commit 605c2f30cf
3 changed files with 105 additions and 10 deletions

View file

@ -2822,28 +2822,36 @@ void Application::displayStats() {
voxelStats << "Voxels Rendered: " << _voxels.getVoxelsRendered() / 1000.f << "K " <<
"Updated: " << _voxels.getVoxelsUpdated()/1000.f << "K " <<
"Max: " << _voxels.getMaxVoxels()/1000.f << "K ";
drawtext(10, statsVerticalOffset + 230, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
voxelStats << "Voxels Memory RAM: " << _voxels.getVoxelMemoryUsageRAM() / 1000000.f << "MB " <<
"VBO: " << _voxels.getVoxelMemoryUsageVBO() / 1000000.f << "MB ";
if (_voxels.hasVoxelMemoryUsageGPU()) {
voxelStats << "GPU: " << _voxels.getVoxelMemoryUsageGPU() / 1000000.f << "MB ";
}
drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
char* voxelDetails = _voxelSceneStats.getItemValue(VoxelSceneStats::ITEM_VOXELS);
voxelStats << "Voxels Sent from Server: " << voxelDetails;
drawtext(10, statsVerticalOffset + 250, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
voxelDetails = _voxelSceneStats.getItemValue(VoxelSceneStats::ITEM_ELAPSED);
voxelStats << "Scene Send Time from Server: " << voxelDetails;
drawtext(10, statsVerticalOffset + 270, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
drawtext(10, statsVerticalOffset + 290, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
voxelDetails = _voxelSceneStats.getItemValue(VoxelSceneStats::ITEM_ENCODE);
voxelStats << "Encode Time on Server: " << voxelDetails;
drawtext(10, statsVerticalOffset + 290, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
drawtext(10, statsVerticalOffset + 310, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
voxelStats.str("");
voxelDetails = _voxelSceneStats.getItemValue(VoxelSceneStats::ITEM_MODE);
voxelStats << "Sending Mode: " << voxelDetails;
drawtext(10, statsVerticalOffset + 310, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, (char *)voxelStats.str().c_str());
Node *avatarMixer = NodeList::getInstance()->soloNodeOfType(NODE_TYPE_AVATAR_MIXER);
char avatarMixerStats[200];
@ -2856,7 +2864,7 @@ void Application::displayStats() {
sprintf(avatarMixerStats, "No Avatar Mixer");
}
drawtext(10, statsVerticalOffset + 330, 0.10f, 0, 1.0, 0, avatarMixerStats);
drawtext(10, statsVerticalOffset + 350, 0.10f, 0, 1.0, 0, avatarMixerStats);
drawtext(10, statsVerticalOffset + 450, 0.10f, 0, 1.0, 0, (char *)LeapManager::statusString().c_str());
if (_perfStatsOn) {

View file

@ -214,14 +214,17 @@ void VoxelSystem::cleanupVoxelMemory() {
delete[] _writeVerticesArray;
delete[] _readColorsArray;
delete[] _writeColorsArray;
delete[] _writeVoxelDirtyArray;
delete[] _readVoxelDirtyArray;
}
delete[] _writeVoxelDirtyArray;
delete[] _readVoxelDirtyArray;
}
_initialized = false; // no longer initialized
}
void VoxelSystem::initVoxelMemory() {
_initialMemoryUsageGPU = getFreeMemoryGPU();
_memoryUsageRAM = 0;
_memoryUsageVBO = 0; // our VBO allocations as we know them
if (_useVoxelShader) {
qDebug("Using Voxel Shader...\n");
GLuint* indicesArray = new GLuint[_maxVoxels];
@ -235,12 +238,13 @@ void VoxelSystem::initVoxelMemory() {
// bind the indices VBO to the actual indices array
glGenBuffers(1, &_vboVoxelsIndicesID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _vboVoxelsIndicesID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, _maxVoxels, indicesArray, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * _maxVoxels, indicesArray, GL_STATIC_DRAW);
_memoryUsageVBO += sizeof(GLuint) * _maxVoxels;
glGenBuffers(1, &_vboVoxelsID);
glBindBuffer(GL_ARRAY_BUFFER, _vboVoxelsID);
glBufferData(GL_ARRAY_BUFFER, _maxVoxels * sizeof(VoxelShaderVBOData), NULL, GL_DYNAMIC_DRAW);
_memoryUsageVBO += _maxVoxels * sizeof(VoxelShaderVBOData);
// delete the indices and normals arrays that are no longer needed
delete[] indicesArray;
@ -248,12 +252,18 @@ void VoxelSystem::initVoxelMemory() {
// we will track individual dirty sections with these arrays of bools
_writeVoxelDirtyArray = new bool[_maxVoxels];
memset(_writeVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
_memoryUsageRAM += (_maxVoxels * sizeof(bool));
_readVoxelDirtyArray = new bool[_maxVoxels];
memset(_readVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
_memoryUsageRAM += (_maxVoxels * sizeof(bool));
// prep the data structures for incoming voxel data
_writeVoxelShaderData = new VoxelShaderVBOData[_maxVoxels];
_memoryUsageRAM += (sizeof(VoxelShaderVBOData) * _maxVoxels);
_readVoxelShaderData = new VoxelShaderVBOData[_maxVoxels];
_memoryUsageRAM += (sizeof(VoxelShaderVBOData) * _maxVoxels);
} else {
GLuint* indicesArray = new GLuint[INDICES_PER_VOXEL * _maxVoxels];
@ -289,6 +299,7 @@ void VoxelSystem::initVoxelMemory() {
glBufferData(GL_ARRAY_BUFFER,
VERTEX_POINTS_PER_VOXEL * sizeof(GLbyte) * _maxVoxels,
normalsArray, GL_STATIC_DRAW);
_memoryUsageVBO += VERTEX_POINTS_PER_VOXEL * sizeof(GLbyte) * _maxVoxels;
// delete the indices and normals arrays that are no longer needed
delete[] normalsArray;
@ -310,6 +321,7 @@ void VoxelSystem::initVoxelMemory() {
glBufferData(GL_ARRAY_BUFFER,
VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels,
normalsArray, GL_STATIC_DRAW);
_memoryUsageVBO += VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels;
// delete the indices and normals arrays that are no longer needed
delete[] normalsArray;
@ -319,11 +331,13 @@ void VoxelSystem::initVoxelMemory() {
glGenBuffers(1, &_vboVerticesID);
glBindBuffer(GL_ARRAY_BUFFER, _vboVerticesID);
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
_memoryUsageVBO += VERTEX_POINTS_PER_VOXEL * sizeof(GLfloat) * _maxVoxels;
// VBO for colorsArray
glGenBuffers(1, &_vboColorsID);
glBindBuffer(GL_ARRAY_BUFFER, _vboColorsID);
glBufferData(GL_ARRAY_BUFFER, VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * _maxVoxels, NULL, GL_DYNAMIC_DRAW);
_memoryUsageVBO += VERTEX_POINTS_PER_VOXEL * sizeof(GLubyte) * _maxVoxels;
// VBO for the indicesArray
glGenBuffers(1, &_vboIndicesID);
@ -331,6 +345,7 @@ void VoxelSystem::initVoxelMemory() {
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
INDICES_PER_VOXEL * sizeof(GLuint) * _maxVoxels,
indicesArray, GL_STATIC_DRAW);
_memoryUsageVBO += INDICES_PER_VOXEL * sizeof(GLuint) * _maxVoxels;
// delete the indices and normals arrays that are no longer needed
delete[] indicesArray;
@ -339,15 +354,22 @@ void VoxelSystem::initVoxelMemory() {
// we will track individual dirty sections with these arrays of bools
_writeVoxelDirtyArray = new bool[_maxVoxels];
memset(_writeVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
_memoryUsageRAM += (sizeof(bool) * _maxVoxels);
_readVoxelDirtyArray = new bool[_maxVoxels];
memset(_readVoxelDirtyArray, false, _maxVoxels * sizeof(bool));
_memoryUsageRAM += (sizeof(bool) * _maxVoxels);
// prep the data structures for incoming voxel data
_writeVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
_memoryUsageRAM += (sizeof(GLfloat) * VERTEX_POINTS_PER_VOXEL * _maxVoxels);
_readVerticesArray = new GLfloat[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
_memoryUsageRAM += (sizeof(GLfloat) * VERTEX_POINTS_PER_VOXEL * _maxVoxels);
_writeColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
_memoryUsageRAM += (sizeof(GLubyte) * VERTEX_POINTS_PER_VOXEL * _maxVoxels);
_readColorsArray = new GLubyte[VERTEX_POINTS_PER_VOXEL * _maxVoxels];
_memoryUsageRAM += (sizeof(GLubyte) * VERTEX_POINTS_PER_VOXEL * _maxVoxels);
// create our simple fragment shader if we're the first system to init
@ -1897,3 +1919,58 @@ void VoxelSystem::nodeKilled(Node* node) {
}
unsigned long VoxelSystem::getFreeMemoryGPU() {
// We can't ask all GPUs how much memory they have in use, but we can ask them about how much is free.
// So, we can record the free memory before we create our VBOs and the free memory after, and get a basic
// idea how how much we're using.
_hasMemoryUsageGPU = false; // assume the worst
unsigned long freeMemory = 0;
const int NUM_RESULTS = 4; // see notes, these APIs return up to 4 results
GLint results[NUM_RESULTS] = { 0, 0, 0, 0};
// ATI
// http://www.opengl.org/registry/specs/ATI/meminfo.txt
//
// TEXTURE_FREE_MEMORY_ATI 0x87FC
// RENDERBUFFER_FREE_MEMORY_ATI 0x87FD
const GLenum VBO_FREE_MEMORY_ATI = 0x87FB;
glGetIntegerv(VBO_FREE_MEMORY_ATI, &results[0]);
GLenum errorATI = glGetError();
if (errorATI == GL_NO_ERROR) {
_hasMemoryUsageGPU = true;
freeMemory = results[0];
} else {
// NVIDIA
// http://developer.download.nvidia.com/opengl/specs/GL_NVX_gpu_memory_info.txt
//
//const GLenum GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX = 0x9047;
//const GLenum GPU_MEMORY_INFO_EVICTION_COUNT_NVX = 0x904A;
//const GLenum GPU_MEMORY_INFO_EVICTED_MEMORY_NVX = 0x904B;
//const GLenum GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX = 0x9048;
const GLenum GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX = 0x9049;
results[0] = 0;
glGetIntegerv(GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &results[0]);
freeMemory += results[0];
GLenum errorNVIDIA = glGetError();
if (errorNVIDIA == GL_NO_ERROR) {
_hasMemoryUsageGPU = true;
freeMemory = results[0];
}
}
const unsigned long BYTES_PER_KBYTE = 1024;
return freeMemory * BYTES_PER_KBYTE; // API results in KB, we want it in bytes
}
unsigned long VoxelSystem::getVoxelMemoryUsageGPU() {
unsigned long currentFreeMemory = getFreeMemoryGPU();
return (_initialMemoryUsageGPU - currentFreeMemory);
}

View file

@ -69,6 +69,10 @@ public:
void setMaxVoxels(int maxVoxels);
long int getMaxVoxels() const { return _maxVoxels; }
unsigned long getVoxelMemoryUsageRAM() const { return _memoryUsageRAM; }
unsigned long getVoxelMemoryUsageVBO() const { return _memoryUsageVBO; }
bool hasVoxelMemoryUsageGPU() const { return _hasMemoryUsageGPU; }
unsigned long getVoxelMemoryUsageGPU();
long int getVoxelsCreated();
long int getVoxelsColored();
long int getVoxelsBytesRead();
@ -185,6 +189,8 @@ private:
void updateVBOs();
unsigned long getFreeMemoryGPU();
// these are kinda hacks, used by getDistanceFromViewRangeOperation() probably shouldn't be here
static float _maxDistance;
static float _minDistance;
@ -253,6 +259,10 @@ private:
int _dataSourceID;
int _voxelServerCount;
unsigned long _memoryUsageRAM;
unsigned long _memoryUsageVBO;
unsigned long _initialMemoryUsageGPU;
bool _hasMemoryUsageGPU;
};
#endif