Rewrite CPU zones folding.

This commit is contained in:
Bartosz Taudul 2023-03-23 00:17:55 +01:00
parent 527b5f3311
commit fb032b4f9b
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2 changed files with 14 additions and 21 deletions

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@ -23,7 +23,7 @@ struct TimelineDraw
uint16_t depth; uint16_t depth;
short_ptr<void*> ev; short_ptr<void*> ev;
Int48 rend; Int48 rend;
int num; uint32_t num;
}; };

View File

@ -394,10 +394,11 @@ int TimelineItemThread::PreprocessZoneLevel( const TimelineContext& ctx, const V
const auto vStart = ctx.vStart; const auto vStart = ctx.vStart;
const auto vEnd = ctx.vEnd; const auto vEnd = ctx.vEnd;
const auto nspx = ctx.nspx; const auto nspx = ctx.nspx;
const auto pxns = ctx.pxns;
const auto MinVisNs = int64_t( round( MinVisSize * nspx ) );
// cast to uint64_t, so that unended zones (end = -1) are still drawn // cast to uint64_t, so that unended zones (end = -1) are still drawn
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; } ); auto it = std::lower_bound( vec.begin(), vec.end(), std::max<int64_t>( 0, vStart - std::max<int64_t>( delay, 2 * MinVisNs ) ), [] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)a(l).End() < (uint64_t)r; } );
if( it == vec.end() ) return depth; if( it == vec.end() ) return depth;
const auto zitend = std::lower_bound( it, vec.end(), vEnd + resolution, [] ( const auto& l, const auto& r ) { Adapter a; return a(l).Start() < r; } ); const auto zitend = std::lower_bound( it, vec.end(), vEnd + resolution, [] ( const auto& l, const auto& r ) { Adapter a; return a(l).Start() < r; } );
@ -406,35 +407,27 @@ int TimelineItemThread::PreprocessZoneLevel( const TimelineContext& ctx, const V
if( !a(*it).IsEndValid() && m_worker.GetZoneEnd( a(*it) ) < vStart ) return depth; if( !a(*it).IsEndValid() && m_worker.GetZoneEnd( a(*it) ) < vStart ) return depth;
if( m_worker.GetZoneEnd( a(*(zitend-1)) ) < vStart ) return depth; if( m_worker.GetZoneEnd( a(*(zitend-1)) ) < vStart ) return depth;
const auto MinVisNs = MinVisSize * nspx;
int maxdepth = depth + 1; int maxdepth = depth + 1;
while( it < zitend ) while( it < zitend )
{ {
auto& ev = a(*it); auto& ev = a(*it);
const auto end = m_worker.GetZoneEnd( ev ); const auto end = m_worker.GetZoneEnd( ev );
const auto zsz = std::max( ( end - ev.Start() ) * pxns, pxns * 0.5 ); const auto zsz = end - ev.Start();
if( zsz < MinVisSize ) if( zsz < MinVisNs )
{ {
int num = 0;
auto px1ns = end - vStart;
auto rend = end;
auto nextTime = end + MinVisNs; auto nextTime = end + MinVisNs;
auto next = it + 1;
for(;;) for(;;)
{ {
const auto prevIt = it; next = std::lower_bound( next, zitend, nextTime, [] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)a(l).End() < (uint64_t)r; } );
it = std::lower_bound( it, zitend, nextTime, [] ( const auto& l, const auto& r ) { Adapter a; return (uint64_t)a(l).End() < (uint64_t)r; } ); if( next == zitend ) break;
if( it == prevIt ) ++it; const auto nt = m_worker.GetZoneEnd( a(*next) );
num += std::distance( prevIt, it ); if( nt - nextTime >= MinVisNs ) break;
if( it == zitend ) break; nextTime = nt + MinVisNs;
const auto nend = m_worker.GetZoneEnd( a(*it) );
const auto nsnext = nend - vStart;
if( nsnext - px1ns >= MinVisNs * 2 ) break;
px1ns = nsnext;
rend = nend;
nextTime = nend + nspx;
} }
m_draw.emplace_back( TimelineDraw { TimelineDrawType::Folded, uint16_t( depth ), (void**)&ev, rend, num } ); m_draw.emplace_back( TimelineDraw { TimelineDrawType::Folded, uint16_t( depth ), (void**)&ev, m_worker.GetZoneEnd( a(*(next-1)) ), uint32_t( next - it ) } );
it = next;
} }
else else
{ {