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remove some unhelpful trace profiling data
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parent
82f52b9658
commit
5783db910b
3 changed files with 0 additions and 24 deletions
interface/src/avatar
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@ -85,19 +85,6 @@ namespace render {
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}
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}
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static uint64_t timeProcessingJoints = 0;
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static int32_t numJointsProcessed = 0;
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float Avatar::getNumJointsProcessedPerSecond() {
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float rate = 0.0f;
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if (timeProcessingJoints > 0) {
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rate = (float)(numJointsProcessed * USECS_PER_SECOND) / (float)timeProcessingJoints;
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}
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timeProcessingJoints = 0;
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numJointsProcessed = 0;
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return rate;
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}
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Avatar::Avatar(RigPointer rig) :
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AvatarData(),
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_skeletonOffset(0.0f),
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@ -324,11 +311,8 @@ void Avatar::simulate(float deltaTime, bool inView) {
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{
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PROFILE_RANGE(simulation, "updateJoints");
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if (inView && _hasNewJointData) {
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uint64_t start = usecTimestampNow();
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_skeletonModel->getRig()->copyJointsFromJointData(_jointData);
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_skeletonModel->simulate(deltaTime, true);
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timeProcessingJoints += usecTimestampNow() - start;
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numJointsProcessed += _jointData.size();
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locationChanged(); // joints changed, so if there are any children, update them.
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_hasNewJointData = false;
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@ -58,8 +58,6 @@ class Avatar : public AvatarData {
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Q_PROPERTY(glm::vec3 skeletonOffset READ getSkeletonOffset WRITE setSkeletonOffset)
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public:
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static float getNumJointsProcessedPerSecond();
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explicit Avatar(RigPointer rig = nullptr);
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~Avatar();
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@ -213,7 +213,6 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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const uint64_t MAX_UPDATE_BUDGET = 2000; // usec
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uint64_t renderExpiry = startTime + RENDER_UPDATE_BUDGET;
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uint64_t maxExpiry = startTime + MAX_UPDATE_BUDGET;
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size_t numAvatarsProcessed = sortedAvatars.size();
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while (!sortedAvatars.empty()) {
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const AvatarPriority& sortData = sortedAvatars.top();
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const auto& avatar = std::static_pointer_cast<Avatar>(sortData.avatar);
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@ -258,11 +257,6 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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qApp->getMain3DScene()->enqueuePendingChanges(pendingChanges);
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simulateAvatarFades(deltaTime);
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numAvatarsProcessed -= sortedAvatars.size();
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float numAvatarsPerSec = (float)(numAvatarsProcessed * USECS_PER_SECOND) / (float)(usecTimestampNow() - startTime);
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PROFILE_COUNTER(simulation_avatar, "NumAvatarsPerSec", { { "NumAvatarsPerSec", numAvatarsPerSec } });
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PROFILE_COUNTER(simulation_avatar, "NumJointsPerSec", { { "NumJointsPerSec", Avatar::getNumJointsProcessedPerSecond() } });
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}
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void AvatarManager::postUpdate(float deltaTime) {
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