Expand description
A library for profiling frame-based games.
After recording a profile, you can view it in the WhatTheFrame GUI.
§Activating Profiling
By default, Profiler::new_frame, Profiler::profile_task, and Profiler::end_profiling will compile to no-ops.
To enable profiling, turn on the profile feature. You probably want to configure your game’s Cargo.toml like so:
[features]
profile = ["wtf/profile"]
[dependencies]
wtf = "1.0"And then run your game like so:
cargo run --features profile
§API
The API consists of 4 functions:
read_profile_data- Used to read a.wtfprofile.Profiler::new_frame- Call at the start of your frameProfiler::profile_task- Call at the top of each scope you want to profileProfiler::end_profiling- Call once at the end of your game
Note that you must assign Profiler::new_frame and Profiler::profile_task to a variable (not _) like so:
let _profile = Profiler::new_frame();let _profile = Profiler::new_task("foo");Example with winit:
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use std::thread;
use winit::event::Event;
use wtf::Profiler;
fn main() {
let mut profiler_frame = None;
let thread_should_quit = Arc::new(AtomicBool::new(false));
let thread = thread::spawn({
let thread_should_quit = Arc::clone(&thread_should_quit);
move || {
while !thread_should_quit.load(Ordering::SeqCst) {
{
let _profile = Profiler::profile_task("thread_part_1");
thread_task_1();
thread_task_2();
thread_task_3();
}
{
let _profile = Profiler::profile_task("thread_part_2");
thread_task_4();
thread_task_5();
}
}
}
});
event_loop.run(move |event, _, _| match &event {
Event::NewEvents(_) => {
profiler_frame = Some(Profiler::new_frame());
}
Event::MainEventsCleared => {
let record = Profiler::profile_task("update_game");
update_state();
update_positions();
drop(record);
window.request_redraw();
}
Event::RedrawEventsCleared => {
let frame = profiler_frame.take();
drop(frame);
}
Event::LoopDestroyed => {
thread_should_quit.store(true, Ordering::SeqCst);
thread.join().unwrap();
Profiler::end_profiling();
}
_ => {}
});
}