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Calculate which CPU zones to draw beforehand.
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31
server/TracyTimelineDraw.hpp
Normal file
31
server/TracyTimelineDraw.hpp
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@ -0,0 +1,31 @@
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#ifndef __TRACYTIMELINEDRAW_HPP__
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#define __TRACYTIMELINEDRAW_HPP__
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#include <stdint.h>
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#include "TracyEvent.hpp"
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#include "TracyShortPtr.hpp"
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namespace tracy
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{
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enum class TimelineDrawType : uint8_t
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{
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Folded,
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Zone,
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GhostFolded,
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Ghost
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};
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struct TimelineDraw
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{
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TimelineDrawType type;
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uint16_t depth;
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short_ptr<void*> ev;
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Int48 rend;
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int num;
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};
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}
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#endif
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@ -12,8 +12,11 @@
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namespace tracy
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{
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constexpr float MinVisSize = 3;
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TimelineItemThread::TimelineItemThread( View& view, Worker& worker, const ThreadData* thread )
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: TimelineItem( view, worker, thread, false )
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: TimelineItem( view, worker, thread, true )
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, m_thread( thread )
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, m_ghost( false )
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{
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@ -269,4 +272,161 @@ void TimelineItemThread::DrawOverlay( const ImVec2& ul, const ImVec2& dr )
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m_view.DrawThreadOverlays( *m_thread, ul, dr );
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}
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void TimelineItemThread::DrawFinished()
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{
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m_draw.clear();
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}
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void TimelineItemThread::Preprocess( const TimelineContext& ctx )
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{
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assert( m_draw.empty() );
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#ifndef TRACY_NO_STATISTICS
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if( m_worker.AreGhostZonesReady() && ( m_ghost || ( m_view.GetViewData().ghostZones && m_thread->timeline.empty() ) ) )
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{
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m_depth = PreprocessGhostLevel( ctx, m_thread->ghostZones, 0 );
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}
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else
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#endif
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{
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m_depth = PreprocessZoneLevel( ctx, m_thread->timeline, 0 );
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}
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}
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#ifndef TRACY_NO_STATISTICS
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int TimelineItemThread::PreprocessGhostLevel( const TimelineContext& ctx, const Vector<GhostZone>& vec, int depth )
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{
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const auto pxns = ctx.pxns;
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const auto nspx = ctx.nspx;
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const auto vStart = ctx.vStart;
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const auto vEnd = ctx.vEnd;
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auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, vStart - 2 * MinVisSize * nspx ), [] ( const auto& l, const auto& r ) { return l.end.Val() < r; } );
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if( it == vec.end() ) return depth;
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const auto zitend = std::lower_bound( it, vec.end(), vEnd, [] ( const auto& l, const auto& r ) { return l.start.Val() < r; } );
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if( it == zitend ) return depth;
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if( (zitend-1)->end.Val() < vStart ) return depth;
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int maxdepth = depth + 1;
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while( it < zitend )
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{
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auto& ev = *it;
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const auto end = ev.end.Val();
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const auto zsz = std::max( ( end - ev.start.Val() ) * pxns, pxns * 0.5 );
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if( zsz < MinVisSize )
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{
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const auto MinVisNs = MinVisSize * nspx;
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auto px1ns = ev.end.Val() - vStart;
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auto rend = end;
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auto nextTime = end + MinVisNs;
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for(;;)
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{
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const auto prevIt = it;
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it = std::lower_bound( it, zitend, nextTime, [] ( const auto& l, const auto& r ) { return l.end.Val() < r; } );
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if( it == prevIt ) ++it;
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if( it == zitend ) break;
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const auto nend = it->end.Val();
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const auto nsnext = nend - vStart;
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if( nsnext - px1ns >= MinVisNs * 2 ) break;
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px1ns = nsnext;
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rend = nend;
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nextTime = nend + nspx;
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}
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m_draw.emplace_back( TimelineDraw { TimelineDrawType::GhostFolded, uint16_t( depth ), (void**)&ev, rend } );
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}
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else
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{
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if( ev.child >= 0 )
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{
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const auto d = PreprocessGhostLevel( ctx, m_worker.GetGhostChildren( ev.child ), depth + 1 );
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if( d > maxdepth ) maxdepth = d;
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}
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m_draw.emplace_back( TimelineDraw { TimelineDrawType::Ghost, uint16_t( depth ), (void**)&ev } );
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++it;
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}
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}
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return maxdepth;
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}
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#endif
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int TimelineItemThread::PreprocessZoneLevel( const TimelineContext& ctx, const Vector<short_ptr<ZoneEvent>>& vec, int depth )
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{
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if( vec.is_magic() )
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{
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return PreprocessZoneLevel<VectorAdapterDirect<ZoneEvent>>( ctx, *(Vector<ZoneEvent>*)( &vec ), depth );
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}
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else
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{
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return PreprocessZoneLevel<VectorAdapterPointer<ZoneEvent>>( ctx, vec, depth );
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}
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}
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template<typename Adapter, typename V>
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int TimelineItemThread::PreprocessZoneLevel( const TimelineContext& ctx, const V& vec, int depth )
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{
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const auto delay = m_worker.GetDelay();
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const auto resolution = m_worker.GetResolution();
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const auto vStart = ctx.vStart;
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const auto vEnd = ctx.vEnd;
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const auto nspx = ctx.nspx;
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const auto pxns = ctx.pxns;
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// cast to uint64_t, so that unended zones (end = -1) are still drawn
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auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, vStart - std::max<int64_t>( delay, 2 * MinVisSize * nspx ) ), [] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)a(l).End() < (uint64_t)r; } );
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if( it == vec.end() ) return depth;
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const auto zitend = std::lower_bound( it, vec.end(), vEnd + resolution, [] ( const auto& l, const auto& r ) { Adapter a; return a(l).Start() < r; } );
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if( it == zitend ) return depth;
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Adapter a;
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if( !a(*it).IsEndValid() && m_worker.GetZoneEnd( a(*it) ) < vStart ) return depth;
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if( m_worker.GetZoneEnd( a(*(zitend-1)) ) < vStart ) return depth;
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int maxdepth = depth + 1;
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while( it < zitend )
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{
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auto& ev = a(*it);
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const auto end = m_worker.GetZoneEnd( ev );
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const auto zsz = std::max( ( end - ev.Start() ) * pxns, pxns * 0.5 );
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if( zsz < MinVisSize )
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{
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const auto MinVisNs = MinVisSize * nspx;
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int num = 0;
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auto px1ns = end - vStart;
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auto rend = end;
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auto nextTime = end + MinVisNs;
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for(;;)
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{
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const auto prevIt = it;
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it = std::lower_bound( it, zitend, nextTime, [] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)a(l).End() < (uint64_t)r; } );
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if( it == prevIt ) ++it;
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num += std::distance( prevIt, it );
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if( it == zitend ) break;
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const auto nend = m_worker.GetZoneEnd( a(*it) );
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const auto nsnext = nend - vStart;
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if( nsnext - px1ns >= MinVisNs * 2 ) break;
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px1ns = nsnext;
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rend = nend;
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nextTime = nend + nspx;
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}
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m_draw.emplace_back( TimelineDraw { TimelineDrawType::Folded, uint16_t( depth ), (void**)&ev, rend, num } );
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}
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else
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{
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if( ev.HasChildren() )
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{
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const auto d = PreprocessZoneLevel( ctx, m_worker.GetZoneChildren( ev.Child() ), depth + 1 );
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if( d > maxdepth ) maxdepth = d;
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}
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m_draw.emplace_back( TimelineDraw { TimelineDrawType::Zone, uint16_t( depth ), (void**)&ev } );
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++it;
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}
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}
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return maxdepth;
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}
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}
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@ -3,6 +3,7 @@
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#include "TracyEvent.hpp"
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#include "TracyTimelineItem.hpp"
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#include "TracyTimelineDraw.hpp"
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namespace tracy
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{
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@ -26,12 +27,26 @@ protected:
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bool DrawContents( const TimelineContext& ctx, int& offset ) override;
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void DrawOverlay( const ImVec2& ul, const ImVec2& dr ) override;
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void DrawFinished() override;
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bool IsEmpty() const override;
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void Preprocess( const TimelineContext& ctx ) override;
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private:
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#ifndef TRACY_NO_STATISTICS
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int PreprocessGhostLevel( const TimelineContext& ctx, const Vector<GhostZone>& vec, int depth );
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#endif
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int PreprocessZoneLevel( const TimelineContext& ctx, const Vector<short_ptr<ZoneEvent>>& vec, int depth );
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template<typename Adapter, typename V>
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int PreprocessZoneLevel( const TimelineContext& ctx, const V& vec, int depth );
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const ThreadData* m_thread;
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bool m_ghost;
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std::vector<TimelineDraw> m_draw;
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int m_depth;
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};
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}
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