271 lines
10 KiB
C#
271 lines
10 KiB
C#
|
/* ---------------------------------------
|
|||
|
* Author: Martin Pane (martintayx@gmail.com) (@tayx94)
|
|||
|
* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
|
|||
|
* Project: Graphy - Ultimate Stats Monitor
|
|||
|
* Date: 15-Dec-17
|
|||
|
* Studio: Tayx
|
|||
|
*
|
|||
|
* Git repo: https://github.com/Tayx94/graphy
|
|||
|
*
|
|||
|
* This project is released under the MIT license.
|
|||
|
* Attribution is not required, but it is always welcomed!
|
|||
|
* -------------------------------------*/
|
|||
|
|
|||
|
using Tayx.Graphy.Graph;
|
|||
|
using UnityEngine;
|
|||
|
using UnityEngine.UI;
|
|||
|
|
|||
|
#if UNITY_5_5_OR_NEWER
|
|||
|
using UnityEngine.Profiling;
|
|||
|
#endif
|
|||
|
|
|||
|
namespace Tayx.Graphy.Ram
|
|||
|
{
|
|||
|
public class G_RamGraph : G_Graph
|
|||
|
{
|
|||
|
#region Variables -> Serialized Private
|
|||
|
|
|||
|
[SerializeField] private Image m_imageAllocated = null;
|
|||
|
[SerializeField] private Image m_imageReserved = null;
|
|||
|
[SerializeField] private Image m_imageMono = null;
|
|||
|
|
|||
|
[SerializeField] private Shader ShaderFull = null;
|
|||
|
[SerializeField] private Shader ShaderLight = null;
|
|||
|
|
|||
|
[SerializeField] private bool m_isInitialized = false;
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Variables -> Private
|
|||
|
|
|||
|
private GraphyManager m_graphyManager = null;
|
|||
|
|
|||
|
private G_RamMonitor m_ramMonitor = null;
|
|||
|
|
|||
|
private int m_resolution = 150;
|
|||
|
|
|||
|
private G_GraphShader m_shaderGraphAllocated = null;
|
|||
|
private G_GraphShader m_shaderGraphReserved = null;
|
|||
|
private G_GraphShader m_shaderGraphMono = null;
|
|||
|
|
|||
|
private float[] m_allocatedArray;
|
|||
|
private float[] m_reservedArray;
|
|||
|
private float[] m_monoArray;
|
|||
|
|
|||
|
private float m_highestMemory = 0;
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Methods -> Unity Callbacks
|
|||
|
|
|||
|
private void Update()
|
|||
|
{
|
|||
|
UpdateGraph();
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Methods -> Public
|
|||
|
|
|||
|
public void UpdateParameters()
|
|||
|
{
|
|||
|
if ( m_shaderGraphAllocated == null
|
|||
|
|| m_shaderGraphReserved == null
|
|||
|
|| m_shaderGraphMono == null)
|
|||
|
{
|
|||
|
/*
|
|||
|
* Note: this is fine, since we don't much
|
|||
|
* care what granularity we use if the graph
|
|||
|
* has not been initialized, i.e. it's disabled.
|
|||
|
* There is no chance that for some reason
|
|||
|
* parameters will not stay up to date if
|
|||
|
* at some point in the future the graph is enabled:
|
|||
|
* at the end of Init(), UpdateParameters() is
|
|||
|
* called again.
|
|||
|
*/
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
switch (m_graphyManager.GraphyMode)
|
|||
|
{
|
|||
|
case GraphyManager.Mode.FULL:
|
|||
|
m_shaderGraphAllocated .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
|
|||
|
m_shaderGraphReserved .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
|
|||
|
m_shaderGraphMono .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
|
|||
|
|
|||
|
m_shaderGraphAllocated .Image.material = new Material(ShaderFull);
|
|||
|
m_shaderGraphReserved .Image.material = new Material(ShaderFull);
|
|||
|
m_shaderGraphMono .Image.material = new Material(ShaderFull);
|
|||
|
break;
|
|||
|
|
|||
|
case GraphyManager.Mode.LIGHT:
|
|||
|
m_shaderGraphAllocated .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
|
|||
|
m_shaderGraphReserved .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
|
|||
|
m_shaderGraphMono .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
|
|||
|
|
|||
|
m_shaderGraphAllocated .Image.material = new Material(ShaderLight);
|
|||
|
m_shaderGraphReserved .Image.material = new Material(ShaderLight);
|
|||
|
m_shaderGraphMono .Image.material = new Material(ShaderLight);
|
|||
|
break;
|
|||
|
}
|
|||
|
|
|||
|
m_shaderGraphAllocated.InitializeShader();
|
|||
|
m_shaderGraphReserved.InitializeShader();
|
|||
|
m_shaderGraphMono.InitializeShader();
|
|||
|
|
|||
|
m_resolution = m_graphyManager.RamGraphResolution;
|
|||
|
|
|||
|
CreatePoints();
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Methods -> Protected Override
|
|||
|
|
|||
|
protected override void UpdateGraph()
|
|||
|
{
|
|||
|
// Since we no longer initialize by default OnEnable(),
|
|||
|
// we need to check here, and Init() if needed
|
|||
|
if (!m_isInitialized)
|
|||
|
{
|
|||
|
Init();
|
|||
|
}
|
|||
|
|
|||
|
float allocatedMemory = m_ramMonitor.AllocatedRam;
|
|||
|
float reservedMemory = m_ramMonitor.ReservedRam;
|
|||
|
float monoMemory = m_ramMonitor.MonoRam;
|
|||
|
|
|||
|
m_highestMemory = 0;
|
|||
|
|
|||
|
for (int i = 0; i <= m_resolution - 1; i++)
|
|||
|
{
|
|||
|
if (i >= m_resolution - 1)
|
|||
|
{
|
|||
|
m_allocatedArray[i] = allocatedMemory;
|
|||
|
m_reservedArray[i] = reservedMemory;
|
|||
|
m_monoArray[i] = monoMemory;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
m_allocatedArray[i] = m_allocatedArray[i + 1];
|
|||
|
m_reservedArray[i] = m_reservedArray[i + 1];
|
|||
|
m_monoArray[i] = m_monoArray[i + 1];
|
|||
|
}
|
|||
|
|
|||
|
if (m_highestMemory < m_reservedArray[i])
|
|||
|
{
|
|||
|
m_highestMemory = m_reservedArray[i];
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
for (int i = 0; i <= m_resolution - 1; i++)
|
|||
|
{
|
|||
|
m_shaderGraphAllocated.ShaderArrayValues[i] = m_allocatedArray[i] / m_highestMemory;
|
|||
|
|
|||
|
m_shaderGraphReserved.ShaderArrayValues[i] = m_reservedArray[i] / m_highestMemory;
|
|||
|
|
|||
|
m_shaderGraphMono.ShaderArrayValues[i] = m_monoArray[i] / m_highestMemory;
|
|||
|
}
|
|||
|
|
|||
|
m_shaderGraphAllocated.UpdatePoints();
|
|||
|
m_shaderGraphReserved.UpdatePoints();
|
|||
|
m_shaderGraphMono.UpdatePoints();
|
|||
|
}
|
|||
|
|
|||
|
protected override void CreatePoints()
|
|||
|
{
|
|||
|
if (m_shaderGraphAllocated.ShaderArrayValues == null || m_shaderGraphAllocated.ShaderArrayValues.Length != m_resolution)
|
|||
|
{
|
|||
|
m_allocatedArray = new float[m_resolution];
|
|||
|
m_reservedArray = new float[m_resolution];
|
|||
|
m_monoArray = new float[m_resolution];
|
|||
|
|
|||
|
m_shaderGraphAllocated.ShaderArrayValues = new float[m_resolution];
|
|||
|
m_shaderGraphReserved.ShaderArrayValues = new float[m_resolution];
|
|||
|
m_shaderGraphMono.ShaderArrayValues = new float[m_resolution];
|
|||
|
}
|
|||
|
|
|||
|
for (int i = 0; i < m_resolution; i++)
|
|||
|
{
|
|||
|
m_shaderGraphAllocated.ShaderArrayValues[i] = 0;
|
|||
|
m_shaderGraphReserved.ShaderArrayValues[i] = 0;
|
|||
|
m_shaderGraphMono.ShaderArrayValues[i] = 0;
|
|||
|
}
|
|||
|
|
|||
|
// Initialize the material values
|
|||
|
|
|||
|
// Colors
|
|||
|
|
|||
|
m_shaderGraphAllocated.GoodColor = m_graphyManager.AllocatedRamColor;
|
|||
|
m_shaderGraphAllocated.CautionColor = m_graphyManager.AllocatedRamColor;
|
|||
|
m_shaderGraphAllocated.CriticalColor = m_graphyManager.AllocatedRamColor;
|
|||
|
|
|||
|
m_shaderGraphAllocated.UpdateColors();
|
|||
|
|
|||
|
m_shaderGraphReserved.GoodColor = m_graphyManager.ReservedRamColor;
|
|||
|
m_shaderGraphReserved.CautionColor = m_graphyManager.ReservedRamColor;
|
|||
|
m_shaderGraphReserved.CriticalColor = m_graphyManager.ReservedRamColor;
|
|||
|
|
|||
|
m_shaderGraphReserved.UpdateColors();
|
|||
|
|
|||
|
m_shaderGraphMono.GoodColor = m_graphyManager.MonoRamColor;
|
|||
|
m_shaderGraphMono.CautionColor = m_graphyManager.MonoRamColor;
|
|||
|
m_shaderGraphMono.CriticalColor = m_graphyManager.MonoRamColor;
|
|||
|
|
|||
|
m_shaderGraphMono.UpdateColors();
|
|||
|
|
|||
|
// Thresholds
|
|||
|
|
|||
|
m_shaderGraphAllocated.GoodThreshold = 0;
|
|||
|
m_shaderGraphAllocated.CautionThreshold = 0;
|
|||
|
m_shaderGraphAllocated.UpdateThresholds();
|
|||
|
|
|||
|
m_shaderGraphReserved.GoodThreshold = 0;
|
|||
|
m_shaderGraphReserved.CautionThreshold = 0;
|
|||
|
m_shaderGraphReserved.UpdateThresholds();
|
|||
|
|
|||
|
m_shaderGraphMono.GoodThreshold = 0;
|
|||
|
m_shaderGraphMono.CautionThreshold = 0;
|
|||
|
m_shaderGraphMono.UpdateThresholds();
|
|||
|
|
|||
|
m_shaderGraphAllocated.UpdateArray();
|
|||
|
m_shaderGraphReserved.UpdateArray();
|
|||
|
m_shaderGraphMono.UpdateArray();
|
|||
|
|
|||
|
// Average
|
|||
|
|
|||
|
m_shaderGraphAllocated.Average = 0;
|
|||
|
m_shaderGraphReserved.Average = 0;
|
|||
|
m_shaderGraphMono.Average = 0;
|
|||
|
|
|||
|
m_shaderGraphAllocated.UpdateAverage();
|
|||
|
m_shaderGraphReserved.UpdateAverage();
|
|||
|
m_shaderGraphMono.UpdateAverage();
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Methods -> Private
|
|||
|
|
|||
|
private void Init()
|
|||
|
{
|
|||
|
m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
|
|||
|
|
|||
|
m_ramMonitor = GetComponent<G_RamMonitor>();
|
|||
|
|
|||
|
m_shaderGraphAllocated = new G_GraphShader();
|
|||
|
m_shaderGraphReserved = new G_GraphShader();
|
|||
|
m_shaderGraphMono = new G_GraphShader();
|
|||
|
|
|||
|
m_shaderGraphAllocated .Image = m_imageAllocated;
|
|||
|
m_shaderGraphReserved .Image = m_imageReserved;
|
|||
|
m_shaderGraphMono .Image = m_imageMono;
|
|||
|
|
|||
|
UpdateParameters();
|
|||
|
|
|||
|
m_isInitialized = true;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|