#include <stdlib.h>
#include <dali/integration-api/debug.h>
#include <dali/integration-api/profiling.h>
-#include <dali/public-api/actors/image-actor.h>
#include <dali/public-api/common/stage.h>
#include <dali/public-api/object/ref-object.h>
#include <dali/public-api/object/base-object.h>
namespace Adaptor
{
-ObjectProfiler::ObjectProfiler()
-: mIsActive(false)
+ObjectProfiler::ObjectProfiler( unsigned int timeInterval )
{
// This class must be created after the Stage; this means it doesn't count the initial objects
// that are created by the stage (base layer, default camera actor)
mObjectRegistry = Dali::Stage::GetCurrent().GetObjectRegistry();
- char* profile = getenv("PROFILE_DALI_OBJECTS");
- if( profile != NULL )
- {
- mIsActive = true;
- int timeInterval = atoi(profile);
- if( timeInterval > 0 )
- {
- mTimer = Dali::Timer::New(timeInterval*1000);
- mTimer.TickSignal().Connect( this, &ObjectProfiler::OnTimeout );
- mTimer.Start();
- }
+ mTimer = Dali::Timer::New( timeInterval * 1000 );
+ mTimer.TickSignal().Connect( this, &ObjectProfiler::OnTimeout );
+ mTimer.Start();
- mObjectRegistry.ObjectCreatedSignal().Connect( this, &ObjectProfiler::OnObjectCreated );
- mObjectRegistry.ObjectDestroyedSignal().Connect( this, &ObjectProfiler::OnObjectDestroyed );
- }
+ mObjectRegistry.ObjectCreatedSignal().Connect( this, &ObjectProfiler::OnObjectCreated );
+ mObjectRegistry.ObjectDestroyedSignal().Connect( this, &ObjectProfiler::OnObjectDestroyed );
}
ObjectProfiler::~ObjectProfiler()
}
}
LogMessage(Debug::DebugInfo, "\n");
-
- int quadCount = 0;
-
- // Count number of quads:
-
- for( InstanceTypes::iterator iter = mInstanceTypes.begin(), end = mInstanceTypes.end(); iter != end; ++iter )
- {
- if( iter->second.compare("ImageActor") == 0 )
- {
- BaseHandle handle(iter->first);
- Dali::ImageActor imageActor = Dali::ImageActor::DownCast(handle);
- if( imageActor )
- {
- if( imageActor.GetStyle() == Dali::ImageActor::STYLE_QUAD )
- {
- quadCount++;
- }
- }
- }
- }
-
- LogMessage(Debug::DebugInfo, "Number of image actors using Quad style: %d\n", quadCount);
}
bool ObjectProfiler::OnTimeout()
{ "Actor", ACTOR_MEMORY_SIZE },
{ "Layer", LAYER_MEMORY_SIZE },
{ "CameraActor", CAMERA_ACTOR_MEMORY_SIZE },
- { "ImageActor", IMAGE_ACTOR_MEMORY_SIZE },
{ "Image", IMAGE_MEMORY_SIZE },
{ "Renderer", RENDERER_MEMORY_SIZE },
{ "Geometry", GEOMETRY_MEMORY_SIZE },
{ "PropertyBuffer", PROPERTY_BUFFER_MEMORY_SIZE },
- { "Material", MATERIAL_MEMORY_SIZE },
+ { "TextureSet", TEXTURE_SET_MEMORY_SIZE },
{ "Sampler", SAMPLER_MEMORY_SIZE },
{ "Shader", SHADER_MEMORY_SIZE },
};