Example #1
0
        public override void BuildMesh(DirectXCanvas canvas, ThreadScroll scroll)
        {
            if (Timestamps.Count < 2)
            {
                return;
            }

            DirectX.ComplexDynamicMesh builder = new ComplexDynamicMesh(canvas, DIPSpltCount);

            List <Color[]> entryColors = new List <Color[]>();

            foreach (Entry entry in Entries)
            {
                Color color     = entry.Fill;
                Color gradColor = DirectX.Utils.MultiplyColor(color, GradientColorShade);
                //entryColors.Add(new Color[] { leftColor, rightColor, rightColor, leftColor });
                entryColors.Add(new Color[] { color, color, gradColor, gradColor });
            }

            double left = scroll.TimeToUnit(Timestamps[0]);

            for (int i = 0; i < Timestamps.Count - 1; ++i)
            {
                double right = scroll.TimeToUnit(Timestamps[i + 1]);

                double bottom = 0.0;
                for (int entryIndex = 0; entryIndex < Entries.Count; ++entryIndex)
                {
                    double val    = Entries[entryIndex].Values[i];
                    double height = val / MaxValue;

                    if (height > 0.0)
                    {
                        builder.AddRect(new Rect(left, 1.0 - bottom - height, right - left, height), entryColors[entryIndex]);
                        bottom += height;
                    }
                }

                left = right;
            }

            ChartMeshes = builder.Freeze(canvas.RenderDevice);
        }
Example #2
0
        public override void BuildMesh(DirectX.DirectXCanvas canvas, ThreadScroll scroll)
        {
            SetBusy(true);
            UpdateDepth();

            // Build Mesh
            DirectX.ComplexDynamicMesh builder         = new ComplexDynamicMesh(canvas, DIPSplitCount);
            DirectX.ComplexDynamicMesh syncBuilder     = new ComplexDynamicMesh(canvas, DIPSplitCount);
            DirectX.ComplexDynamicMesh syncWorkBuilder = new ComplexDynamicMesh(canvas, DIPSplitCount);

            if (EventData.Sync != null && EventData.Sync != null)
            {
                SyncReason stallReason    = SyncReason.SyncReasonCount;
                long       stallFrom      = 0;
                int        frameSyncIndex = 0;

                for (int i = 0; i < EventData.Sync.Count; i++)
                {
                    SyncInterval sync = EventData.Sync[i];

                    Interval workInterval = scroll.TimeToUnit(sync);

                    //draw work
                    int coreColorIndex = (int)sync.Core;
                    coreColorIndex = coreColorIndex % WorkColors.Length;
                    Color WorkColor = WorkColors[coreColorIndex];
                    syncWorkBuilder.AddRect(new Rect(workInterval.Left, 0, workInterval.Right - workInterval.Left, SyncLineHeight / Height), WorkColor);

                    if (i == 0)
                    {
                        stallReason = sync.Reason;
                        stallFrom   = sync.Finish;
                        continue;
                    }

                    long workStart  = sync.Start;
                    long workFinish = sync.Finish;

                    while (frameSyncIndex < EventData.Events.Count && EventData.Events[frameSyncIndex].Finish < stallFrom)
                    {
                        ++frameSyncIndex;
                    }

                    //Ignoring all the waiting outside marked work to simplify the view
                    if (frameSyncIndex < EventData.Events.Count && EventData.Events[frameSyncIndex].Start <= workStart)
                    {
                        Durable  syncDurable  = new Durable(stallFrom, workStart);
                        Interval syncInterval = scroll.TimeToUnit(syncDurable);

                        double syncWidth = syncInterval.Right - syncInterval.Left;
                        if (syncWidth > 0)
                        {
                            // draw sleep
                            Color waitColor = IsUserInitiatedSync(stallReason) ? SynchronizationColorUser : SynchronizationColor;
                            syncBuilder.AddRect(new Rect(syncInterval.Left, 0, syncWidth, SyncLineHeight / Height), waitColor);
                        }
                    }

                    stallFrom   = workFinish;
                    stallReason = sync.Reason;
                }
            }

            foreach (EventFrame frame in EventData.Events)
            {
                Durable   interval = Group.Board.TimeSlice;
                EventTree tree     = GetTree(frame);
                foreach (EventNode node in tree.Children)
                {
                    BuildMeshNode(builder, scroll, node, 0);
                }
            }

            Blocks       = builder.Freeze(canvas.RenderDevice);
            SyncMesh     = syncBuilder.Freeze(canvas.RenderDevice);
            SyncWorkMesh = syncWorkBuilder.Freeze(canvas.RenderDevice);

            CallstackMeshPolys            = canvas.CreateMesh();
            CallstackMeshPolys.Projection = Mesh.ProjectionType.Pixel;

            CallstackMeshLines            = canvas.CreateMesh();
            CallstackMeshLines.Geometry   = Mesh.GeometryType.Lines;
            CallstackMeshLines.Projection = Mesh.ProjectionType.Pixel;

            SetBusy(false);
        }