Implement ghost zone skipping.

This commit is contained in:
Bartosz Taudul 2020-03-19 00:56:56 +01:00
parent a2bf5ac199
commit df7f087b08

View File

@ -3392,7 +3392,8 @@ int View::DispatchGhostLevel( const Vector<GhostZone>& vec, bool hover, double p
const auto offset = _offset + ostep * depth;
const auto yPos = wpos.y + offset;
if( yPos + ostep >= yMin && yPos <= yMax )
// Inline frames have to be taken into account, hence the multiply by 16 (arbitrary limit for inline frames in client)
if( yPos + 16 * ostep >= yMin && yPos <= yMax )
{
return DrawGhostLevel( vec, hover, pxns, nspx, wpos, _offset, depth, yMin, yMax, tid );
}
@ -3569,7 +3570,60 @@ int View::DrawGhostLevel( const Vector<GhostZone>& vec, bool hover, double pxns,
int View::SkipGhostLevel( const Vector<GhostZone>& vec, bool hover, double pxns, int64_t nspx, const ImVec2& wpos, int _offset, int depth, float yMin, float yMax, uint64_t tid )
{
return depth;
auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, m_vd.zvStart ), [] ( const auto& l, const auto& r ) { return l.end.Val() < r; } );
if( it == vec.end() ) return depth;
const auto zitend = std::lower_bound( it, vec.end(), m_vd.zvEnd, [] ( const auto& l, const auto& r ) { return l.start.Val() < r; } );
if( it == zitend ) return depth;
depth++;
int maxdepth = depth;
while( it < zitend )
{
auto& ev = *it;
const auto end = ev.end.Val();
const auto zsz = std::max( ( end - ev.start.Val() ) * pxns, pxns * 0.5 );
if( zsz < MinVisSize )
{
auto px1 = ( ev.end.Val() - m_vd.zvStart ) * pxns;
auto rend = end;
auto nextTime = end + MinVisSize * nspx;
for(;;)
{
const auto prevIt = it;
it = std::lower_bound( it, zitend, nextTime, [] ( const auto& l, const auto& r ) { return l.end.Val() < r; } );
if( it == prevIt ) ++it;
if( it == zitend ) break;
const auto nend = it->end.Val();
const auto pxnext = ( nend - m_vd.zvStart ) * pxns;
if( pxnext - px1 >= MinVisSize * 2 ) break;
px1 = pxnext;
rend = nend;
nextTime = nend + nspx;
}
}
else
{
const auto& ghostFrame = m_worker.GetGhostFrame( ev.frame );
const auto frame = m_worker.GetCallstackFrame( ghostFrame );
if( !frame )
{
++it;
continue;
}
const auto fsz = int( frame->size );
maxdepth = std::max( maxdepth, depth + fsz - 1 );
if( ev.child >= 0 )
{
const auto d = DispatchGhostLevel( m_worker.GetGhostChildren( ev.child ), hover, pxns, nspx, wpos, _offset, depth + fsz - 1, yMin, yMax, tid );
if( d > maxdepth ) maxdepth = d;
}
++it;
}
}
return maxdepth;
}
#endif