373 lines
14 KiB
C#
373 lines
14 KiB
C#
using System;
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using System.Collections;
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using System.Diagnostics;
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using Unity.PerformanceTesting.Data;
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using Unity.PerformanceTesting.Runtime;
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using Unity.PerformanceTesting.Statistics;
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using UnityEngine;
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using Debug = UnityEngine.Debug;
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using Object = UnityEngine.Object;
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namespace Unity.PerformanceTesting.Measurements
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{
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/// <summary>
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/// Allows measuring of frame times.
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/// </summary>
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public class FramesMeasurement
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{
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private const int k_MinTestTimeMs = 500;
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private const int k_MinWarmupTimeMs = 80;
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private const int k_ProbingMultiplier = 4;
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internal const int k_MinIterations = 7;
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internal const int k_MaxDynamicMeasurements = 1000;
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private const double k_DefaultMaxRelativeError = 0.02;
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private const ConfidenceLevel k_DefaultConfidenceLevel = ConfidenceLevel.L99;
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private const OutlierMode k_DefaultOutlierMode = OutlierMode.Remove;
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private SampleGroup[] m_ProfilerSampleGroups;
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private SampleGroup m_SampleGroup = new SampleGroup("FrameTime");
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private int m_DesiredFrameCount;
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internal bool m_DynamicMeasurementCount;
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private double m_MaxRelativeError = k_DefaultMaxRelativeError;
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private ConfidenceLevel m_ConfidenceLevel = k_DefaultConfidenceLevel;
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private OutlierMode m_OutlierMode = k_DefaultOutlierMode;
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private int m_Executions;
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private int m_Warmup = -1;
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private bool m_RecordFrametime = true;
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/// <summary>
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/// Records provided profiler markers once per frame.
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/// </summary>
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/// <param name="profilerMarkerNames">Profiler marker names as in profiler window.</param>
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/// <returns></returns>
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public FramesMeasurement ProfilerMarkers(params string[] profilerMarkerNames)
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{
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m_ProfilerSampleGroups = Utils.CreateSampleGroupsFromMarkerNames(profilerMarkerNames);
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return this;
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}
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/// <summary>
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/// Records provided profiler markers once per frame.
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/// </summary>
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/// <param name="sampleGroups">List of SampleGroups where a name matches the profiler marker and desired SampleUnit</param>
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/// <returns></returns>
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public FramesMeasurement ProfilerMarkers(params SampleGroup[] sampleGroups)
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{
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m_ProfilerSampleGroups = sampleGroups;
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return this;
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}
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/// <summary>
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/// Overrides the name of default sample group "Time".
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/// </summary>
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/// <param name="name">Name of the sample group.</param>
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/// <returns></returns>
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public FramesMeasurement SampleGroup(string name)
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{
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m_SampleGroup.Name = name;
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return this;
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}
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/// <summary>
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/// Overrides the default sample group "Time"
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/// </summary>
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/// <param name="sampleGroup">Sample group to use.</param>
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/// <returns></returns>
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public FramesMeasurement SampleGroup(SampleGroup sampleGroup)
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{
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m_SampleGroup = sampleGroup;
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return this;
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}
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/// <summary>
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/// Count of measurements to take.
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/// </summary>
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/// <param name="count">Count of measurements.</param>
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/// <returns></returns>
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public FramesMeasurement MeasurementCount(int count)
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{
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m_Executions = count;
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return this;
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}
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/// <summary>
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/// Dynamically find a suitable measurement count based on the margin of error of the samples.
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/// The measurements will stop once a certain amount of samples (specified by a confidence interval)
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/// falls within an acceptable error range from the result (defined by a relative error of the mean).
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/// A default margin of error range of 2% and a default confidence interval of 99% will be used.
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/// </summary>
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/// <param name="outlierMode">Outlier mode allows to include or exclude outliers when evaluating the stop criterion.</param>
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/// <returns></returns>
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public FramesMeasurement DynamicMeasurementCount(OutlierMode outlierMode = k_DefaultOutlierMode)
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{
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m_DynamicMeasurementCount = true;
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m_OutlierMode = outlierMode;
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return this;
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}
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/// <summary>
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/// Dynamically find a suitable measurement count based on the margin of error of the samples.
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/// The measurements will stop once a certain amount of samples (specified by a confidence interval)
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/// falls within an acceptable error range from the result (defined by a relative error of the mean).
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/// </summary>
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/// <param name="maxRelativeError">The maximum relative error of the mean that the margin of error must fall into.</param>
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/// <param name="confidenceLevel">The confidence interval which will be used to calculate the margin of error.</param>
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/// <param name="outlierMode">Outlier mode allows to include or exclude outliers when evaluating the stop criterion.</param>
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/// <returns></returns>
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public FramesMeasurement DynamicMeasurementCount(double maxRelativeError, ConfidenceLevel confidenceLevel = k_DefaultConfidenceLevel,
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OutlierMode outlierMode = k_DefaultOutlierMode)
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{
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m_MaxRelativeError = maxRelativeError;
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m_ConfidenceLevel = confidenceLevel;
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m_DynamicMeasurementCount = true;
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m_OutlierMode = outlierMode;
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return this;
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}
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/// <summary>
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/// Count of warmup executions.
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/// </summary>
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/// <param name="count">Count of warmup executions.</param>
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/// <returns></returns>
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public FramesMeasurement WarmupCount(int count)
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{
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m_Warmup = count;
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return this;
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}
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/// <summary>
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/// Specifies frame times should not be recorded.
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/// </summary>
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/// <returns></returns>
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public FramesMeasurement DontRecordFrametime()
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{
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m_RecordFrametime = false;
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return this;
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}
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/// <summary>
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/// Switches frame time measurement to asynchronous scope measurement.
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/// </summary>
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/// <param name="name">Sample group name.</param>
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/// <returns></returns>
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public ScopedFrameTimeMeasurement Scope(string name = "Time")
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{
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return new ScopedFrameTimeMeasurement(name);
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}
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/// <summary>
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/// Switches frame time measurement to asynchronous scope measurement.
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/// </summary>
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/// <param name="sampleGroup">Sample group to save measurements.</param>
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/// <returns></returns>
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public ScopedFrameTimeMeasurement Scope(SampleGroup sampleGroup)
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{
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return new ScopedFrameTimeMeasurement(sampleGroup);
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}
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/// <summary>
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/// Executes the frame time measurement with given parameters. When MeasurementCount is not provided, a probing method will run to determine desired measurement counts.
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/// </summary>
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/// <returns>IEnumerator to yield until finish.</returns>
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public IEnumerator Run()
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{
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ValidateCorrectDynamicMeasurementCountUsage();
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if (!ValidateMeasurementAndWarmupCount()) yield break;
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SettingsOverride();
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yield return m_Warmup > -1 ? WaitFor(m_Warmup) : GetDesiredIterationCount();
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using (Measure.ProfilerMarkers(m_ProfilerSampleGroups))
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{
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if (m_DynamicMeasurementCount)
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{
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yield return RunDynamicMeasurementCount();
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}
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else
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{
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yield return RunFixedMeasurementCount();
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}
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// WaitForEndOfFrame coroutine is not invoked on the editor in batch mode
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// This may lead to unexpected behavior and is better to avoid
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// https://docs.unity3d.com/ScriptReference/WaitForEndOfFrame.html
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if (!Application.isBatchMode && Application.isPlaying)
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{
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yield return new WaitForEndOfFrame();
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}
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}
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}
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private IEnumerator RunDynamicMeasurementCount()
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{
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while (true)
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{
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using (Measure.Scope(m_SampleGroup))
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{
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yield return null;
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}
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if (SampleCountFulfillsRequirements())
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break;
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}
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}
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private IEnumerator RunFixedMeasurementCount()
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{
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m_DesiredFrameCount = m_Executions > 0 ? m_Executions : m_DesiredFrameCount;
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for (var i = 0; i < m_DesiredFrameCount; i++)
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{
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if (m_RecordFrametime)
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{
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using (Measure.Scope(m_SampleGroup))
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{
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yield return null;
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}
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}
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else
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{
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yield return null;
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}
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}
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}
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private bool ValidateMeasurementAndWarmupCount()
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{
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if (m_DynamicMeasurementCount || m_Executions != 0 || m_Warmup < 0) return true;
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Debug.LogError("Provide execution count or remove warmup count from frames measurement.");
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return false;
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}
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private void ValidateCorrectDynamicMeasurementCountUsage()
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{
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if (!m_DynamicMeasurementCount)
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return;
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if (m_Executions > 0)
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{
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m_DynamicMeasurementCount = false;
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Debug.LogWarning("DynamicMeasurementCount will be ignored because MeasurementCount was specified.");
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return;
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}
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if (!m_RecordFrametime)
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{
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m_DynamicMeasurementCount = false;
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Debug.LogWarning("DynamicMeasurementCount will be ignored because FrameTime measurement was disabled.");
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}
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}
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private bool SampleCountFulfillsRequirements()
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{
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var samples = m_SampleGroup.Samples;
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var sampleCount = samples.Count;
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var statistics = MeasurementsStatistics.Calculate(samples, m_OutlierMode, m_ConfidenceLevel);
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var actualError = statistics.MarginOfError;
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var maxError = m_MaxRelativeError * statistics.Mean;
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if (sampleCount >= k_MinIterations && actualError < maxError)
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return true;
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if (sampleCount >= k_MaxDynamicMeasurements)
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return true;
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return false;
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}
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/// <summary>
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/// Overrides measurement count based on performance run settings
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/// </summary>
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private void SettingsOverride()
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{
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var count = RunSettings.Instance.MeasurementCount;
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if (count < 0) { return; }
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m_Executions = count;
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m_Warmup = m_Warmup < 1 ? 0 : count;
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m_DynamicMeasurementCount = false;
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}
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private IEnumerator GetDesiredIterationCount()
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{
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var executionTime = 0.0D;
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var iterations = 1;
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while (executionTime < k_MinWarmupTimeMs)
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{
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var sw = Stopwatch.GetTimestamp();
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yield return WaitFor(iterations);
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executionTime = TimeSpan.FromTicks(Stopwatch.GetTimestamp() - sw).TotalMilliseconds;
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if (iterations == 1 && executionTime > 40)
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{
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m_DesiredFrameCount = k_MinIterations;
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yield break;
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}
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if (iterations == 64)
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{
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m_DesiredFrameCount = 120;
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yield break;
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}
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if (executionTime < k_MinWarmupTimeMs)
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{
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iterations *= k_ProbingMultiplier;
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}
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}
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m_DesiredFrameCount = (int)(k_MinTestTimeMs * iterations / executionTime);
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}
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private IEnumerator WaitFor(int iterations)
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{
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for (var i = 0; i < iterations; i++)
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{
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yield return null;
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}
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}
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/// <summary>
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/// Provides a way to measure frame time within a scope.
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/// </summary>
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public struct ScopedFrameTimeMeasurement : IDisposable
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{
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private readonly FrameTimeMeasurement m_Test;
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/// <summary>
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/// Initializes a scoped frame time measurement.
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/// </summary>
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/// <param name="sampleGroup">Sample group used to store measurements.</param>
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public ScopedFrameTimeMeasurement(SampleGroup sampleGroup)
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{
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var go = new GameObject("Recorder");
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if (Application.isPlaying) Object.DontDestroyOnLoad(go);
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m_Test = go.AddComponent<FrameTimeMeasurement>();
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m_Test.SampleGroup = sampleGroup;
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PerformanceTest.Disposables.Add(this);
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}
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/// <summary>
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/// Initializes a scoped frame time measurement.
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/// </summary>
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/// <param name="name">Sample group name used to store measurements.</param>
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public ScopedFrameTimeMeasurement(string name): this(new SampleGroup(name))
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{
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}
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/// <summary>
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/// Stops scoped frame time measurement and adds it to provided sample group.
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/// </summary>
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public void Dispose()
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{
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PerformanceTest.Disposables.Remove(this);
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Object.DestroyImmediate(m_Test.gameObject);
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}
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}
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}
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}
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