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28 lines
No EOL
1.7 KiB
Markdown
28 lines
No EOL
1.7 KiB
Markdown
---
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title: Performance Profiler
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weight: 15
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chapter: false
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---
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<div class="imgBox"><div>
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<img src="/images/Profiler.png" />
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<span>Performance Profiler</span>
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</div></div>
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The profiler automatically collects data about all function calls done by the code, as well as the number of clock cycles spent in each respective function.
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Using the profiler makes it easy to find the bottlenecks in a game's code, which can help code optimization efforts.
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The SNES' main CPU, the SPC, the SA-1 and the Game Boy CPU are all supported by the profiler. Each will appear in its own tab.
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The following columns are shown in the list:
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* **Call Count**: The number of times this function was called during profiling
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* **Inclusive Time (Cyc)**: The amount of cycles spent within this function (including the cycles spent by all functions called by this function)
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* **Inclusive Time (%)**: The relative portion of CPU time spent within this function (including the time spent by all functions called by this function)
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* **Exclusive Time (Cyc)**: The amount of cycles spent within this function (functions called by this function are excluded)
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* **Exclusive Time (%)**: The relative portion of CPU time spent within this function (functions called by this function are excluded)
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* **Avg. Cycles**: The average number of cycles taken by this function
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* **Min. Cycles**: The minimum number of cycles taken by this function (e.g the fastest execution time across all of its calls)
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* **Max. Count**: The maximum number of cycles taken by this function (e.g the slowest execution time across all of its calls)
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Use the `Reset` button to reset the profiler's data -- use this when you want to profile a specific portion of the execution. |