railroader-setons-special-s.../src/Modules/Profiler/ProfilerSettingsUI.cs
seton 290211e9e8 Profiler: automated /s3bench harness and hitch probe capture
Four-pass stationary/motion A/B plus per-frame hitch attribution
(GC, camera, streaming, car/scenery probes). Writes frames.csv,
hitches.jsonl, probes.csv, and an optional Unity binary log.
2026-09-11 15:19:22 -04:00

109 lines
4 KiB
C#

using S3.Modules.MeshLod;
using S3.Modules.PhysicsOptimizer;
using UnityEngine;
namespace S3.Modules.Profiler;
static class ProfilerSettingsUI
{
public static void Draw()
{
ProfilerSettings s = ProfilerModule.Settings;
bool changed = false;
GUILayout.BeginVertical();
GUILayout.Label("<b>Profiler</b> — in-game frame-time overlay with module readouts");
GUILayout.Space(4f);
GUILayout.Label(
" Always shows the render and physics frame-time graph.\n" +
" Physics Optimizer and Mesh LOD sections appear when those modules are enabled.",
GUI.skin.label);
// ── Overlay visibility ────────────────────────────────────────────────
GUILayout.Space(10f);
GUILayout.Label("<b>Display</b>");
GUILayout.Space(4f);
bool newVisible = GUILayout.Toggle(s.visible, " Show overlay in-game");
if (newVisible != s.visible)
{
s.visible = newVisible;
if (ProfilerOverlayGUI.Instance != null)
ProfilerOverlayGUI.Instance.Visible = newVisible;
changed = true;
}
GUILayout.Space(4f);
GUILayout.BeginHorizontal();
GUILayout.Label($"Opacity: {s.opacity * 100f:F0}%", GUILayout.Width(110f));
float newOpacity = GUILayout.HorizontalSlider(s.opacity, 0.1f, 1.0f, GUILayout.Width(200f));
GUILayout.EndHorizontal();
if (Mathf.Abs(newOpacity - s.opacity) > 0.01f)
{
s.opacity = newOpacity;
if (ProfilerOverlayGUI.Instance != null)
ProfilerOverlayGUI.Instance.Opacity = newOpacity;
changed = true;
}
// ── Section visibility ────────────────────────────────────────────────
GUILayout.Space(10f);
GUILayout.Label("<b>Sections</b>");
GUILayout.Space(4f);
bool physAvail = PhysicsOptimizerModule.Settings.enabled;
GUI.enabled = physAvail;
bool newPhys = GUILayout.Toggle(s.showPhysicsSection && physAvail,
" Physics Optimizer" + (physAvail ? "" : " (module not enabled)"));
GUI.enabled = true;
if (newPhys != s.showPhysicsSection && physAvail)
{ s.showPhysicsSection = newPhys; changed = true; }
bool meshAvail = MeshLodModule.Settings.enabled;
GUI.enabled = meshAvail;
bool newMesh = GUILayout.Toggle(s.showMeshLodSection && meshAvail,
" Mesh LOD" + (meshAvail ? "" : " (module not enabled)"));
GUI.enabled = true;
if (newMesh != s.showMeshLodSection && meshAvail)
{ s.showMeshLodSection = newMesh; changed = true; }
GUILayout.Space(10f);
GUILayout.Label("<b>Benchmark hitch capture</b>");
GUILayout.Space(4f);
bool newCapture = GUILayout.Toggle(
s.captureHitchProbes,
" Attribute base-game work on every benchmark frame");
if (newCapture != s.captureHitchProbes)
{
s.captureHitchProbes = newCapture;
changed = true;
}
GUILayout.BeginHorizontal();
GUILayout.Label($"Hitch threshold: {s.hitchThresholdMs:F0}ms", GUILayout.Width(160f));
float newThreshold = GUILayout.HorizontalSlider(
s.hitchThresholdMs, 33f, 250f, GUILayout.Width(200f));
GUILayout.EndHorizontal();
if (Mathf.Abs(newThreshold - s.hitchThresholdMs) > 0.5f)
{
s.hitchThresholdMs = newThreshold;
changed = true;
}
bool newBinary = GUILayout.Toggle(
s.captureUnityBinaryLog,
" Write Unity binary profiler data (high overhead)");
if (newBinary != s.captureUnityBinaryLog)
{
s.captureUnityBinaryLog = newBinary;
changed = true;
}
GUILayout.EndVertical();
if (changed) ProfilerModule.Persist();
}
}