Commit aef06c0c authored by Shu's avatar Shu 🍠
Browse files

Add Remotery

parent adc8b1c3
......@@ -4,6 +4,8 @@ project (univerxel VERSION 0.0.1)
cmake_policy(SET CMP0072 NEW)
find_package(OpenGL REQUIRED)
option(PROFILING "Build with profiling" OFF)
......@@ -20,6 +22,7 @@ set(ALL_LIBS
......@@ -33,14 +36,17 @@ add_definitions(
file(GLOB_RECURSE SOURCES "src/*.cpp")
file(GLOB IMGUI "include/imgui-1.76/*.cpp")
file(GLOB FASTNOISE "include/FastNoiseSIMD/*.cpp")
file(GLOB INCLUDE_SOURCES "include/imgui-1.76/*.cpp" "include/FastNoiseSIMD/*.cpp" "include/Remotery/lib/*.c")
add_executable(univerxel ${SOURCES} ${IMGUI} ${FASTNOISE} ${TOML})
add_executable(univerxel ${SOURCES} ${INCLUDE_SOURCES})
target_compile_features(univerxel PUBLIC cxx_std_17)
target_link_libraries(univerxel ${ALL_LIBS})
target_include_directories(univerxel PRIVATE "include/imgui-1.76/" "include/FastNoiseSIMD/" "include/toml++/")
target_include_directories(univerxel PRIVATE "include/imgui-1.76/" "include/FastNoiseSIMD/" "include/toml++/" "include/Remotery/lib/")
target_compile_definitions(univerxel PRIVATE RMT_ENABLED=1 RMT_USE_OPENGL=1)
target_compile_definitions(univerxel PRIVATE RMT_ENABLED=0)
file(COPY content/shaders DESTINATION ${CMAKE_BINARY_DIR}/content)
file(COPY content/textures DESTINATION ${CMAKE_BINARY_DIR}/content)
......@@ -8,6 +8,7 @@ Work in progress galaxy down to atom (mostly centimeter) Voxel game
- [Built With](#built-with)
- [Getting Started](#getting-started)
- [Prerequisites](#prerequisites)
- [Optionally](#optionally)
- [Installation](#installation)
- [Usage](#usage)
- [RoadMap](#roadmap)
......@@ -28,6 +29,7 @@ Experimental project using OpenGL.
* ImGui
* FasNoiseSIMD
* Toml++
* Remotery
* Love and insomnia
......@@ -45,6 +47,9 @@ To get a local copy up and running, follow these simple steps.
* GLFw
* Glew
#### Optionally
* Python: utility scripts
### Installation
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// Copyright 2014-2018 Celtoys Ltd
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// See the License for the specific language governing permissions and
// limitations under the License.
#include <Foundation/NSThread.h>
#include <Foundation/NSDictionary.h>
#include <Foundation/NSString.h>
#import <Metal/Metal.h>
// Store command buffer in thread-local so that each thread can point to its own
static void SetCommandBuffer(id command_buffer)
NSMutableDictionary* thread_data = [[NSThread currentThread] threadDictionary];
thread_data[@"rmtMTLCommandBuffer"] = command_buffer;
static id GetCommandBuffer()
NSMutableDictionary* thread_data = [[NSThread currentThread] threadDictionary];
return thread_data[@"rmtMTLCommandBuffer"];
extern "C" void _rmt_BindMetal(id command_buffer)
extern "C" void _rmt_UnbindMetal()
// Needs to be in the same lib for this to work
extern "C" unsigned long long rmtMetal_usGetTime();
static void SetTimestamp(void* data)
*((unsigned long long*)data) = rmtMetal_usGetTime();
extern "C" void rmtMetal_MeasureCommandBuffer(unsigned long long* out_start, unsigned long long* out_end, unsigned int* out_ready)
id command_buffer = GetCommandBuffer();
[command_buffer addScheduledHandler:^(id <MTLCommandBuffer>){ SetTimestamp(out_start); }];
[command_buffer addCompletedHandler:^(id <MTLCommandBuffer>){ SetTimestamp(out_end); *out_ready = 1; }];
[![Build Status](](
[![Build status](](
A realtime CPU/GPU profiler hosted in a single C file with a viewer that runs in a web browser.
Supported Platforms:
* Windows
* Windows UWP (Hololens)
* Linux
* iOS
* Android
* XBox One
* FreeBSD
Supported GPU Profiling APIS:
* D3D 11
* OpenGL
* Metal
* Lightweight instrumentation of multiple threads running on the CPU.
* Web viewer that runs in Chrome, Firefox and Safari. Custom WebSockets server
transmits sample data to the browser on a latent thread.
* Profiles itself and shows how it's performing in the viewer.
* Console output for logging text.
* Console input for sending commands to your game.
* Windows (MSVC) - add lib/Remotery.c and lib/Remotery.h to your program. Set include
directories to add Remotery/lib path. The required library ws2_32.lib should be picked
up through the use of the #pragma comment(lib, "ws2_32.lib") directive in Remotery.c.
* Mac OS X (XCode) - simply add lib/Remotery.c, lib/Remotery.h and lib/ to your program.
* Linux (GCC) - add the source in lib folder. Compilation of the code requires -pthreads for
library linkage. For example to compile the same run: cc lib/Remotery.c sample/sample.c
-I lib -pthread -lm
* FreeBSD - the easiest way is to take a look at the official port
([devel/remotery]( and modify the port's
Makefile if needed. There is also a package available via `pkg install remotery`.
You can define some extra macros to modify what features are compiled into Remotery:
Macro Default Description
RMT_ENABLED 1 Disable this to not include any bits of Remotery in your build
RMT_USE_TINYCRT 0 Used by the Celtoys TinyCRT library (not released yet)
RMT_USE_CUDA 0 Assuming CUDA headers/libs are setup, allow CUDA profiling
RMT_USE_D3D11 0 Assuming Direct3D 11 headers/libs are setup, allow D3D11 GPU profiling
RMT_USE_OPENGL 0 Allow OpenGL GPU profiling (dynamically links OpenGL libraries on available platforms)
RMT_USE_METAL 0 Allow Metal profiling of command buffers
Basic Use
See the sample directory for further examples. A quick example:
int main()
// Create the main instance of Remotery.
// You need only do this once per program.
Remotery* rmt;
// Explicit begin/end for C
rmt_BeginCPUSample(LogText, 0);
rmt_LogText("Time me, please!");
// Scoped begin/end for C++
rmt_ScopedCPUSample(LogText, 0);
rmt_LogText("Time me, too!");
// Destroy the main instance of Remotery.
Running the Viewer
Double-click or launch `vis/index.html` from the browser.
Sampling CUDA GPU activity
Remotery allows for profiling multiple threads of CUDA execution using different asynchronous streams
that must all share the same context. After initialising both Remotery and CUDA you need to bind the
two together using the call:
rmtCUDABind bind;
bind.context = m_Context;
bind.CtxSetCurrent = &cuCtxSetCurrent;
bind.CtxGetCurrent = &cuCtxGetCurrent;
bind.EventCreate = &cuEventCreate;
bind.EventDestroy = &cuEventDestroy;
bind.EventRecord = &cuEventRecord;
bind.EventQuery = &cuEventQuery;
bind.EventElapsedTime = &cuEventElapsedTime;
Explicitly pointing to the CUDA interface allows Remotery to be included anywhere in your project without
need for you to link with the required CUDA libraries. After the bind completes you can safely sample any
CUDA activity:
CUstream stream;
// Explicit begin/end for C
rmt_BeginCUDASample(UnscopedSample, stream);
// ... CUDA code ...
// Scoped begin/end for C++
rmt_ScopedCUDASample(ScopedSample, stream);
// ... CUDA code ...
Remotery supports only one context for all threads and will use cuCtxGetCurrent and cuCtxSetCurrent to
ensure the current thread has the context you specify in rmtCUDABind.context.
Sampling Direct3D 11 GPU activity
Remotery allows sampling of D3D11 GPU activity on multiple devices on multiple threads. After initialising Remotery, you need to bind it to D3D11 with a single call from the thread that owns the device context:
// Parameters are ID3D11Device* and ID3D11DeviceContext*
rmt_BindD3D11(d3d11_device, d3d11_context);
Sampling is then a simple case of:
// Explicit begin/end for C
// ... D3D code ...
// Scoped begin/end for C++
// ... D3D code ...
Subsequent sampling calls from the same thread will use that device/context combination. When you shutdown your D3D11 device and context, ensure you notify Remotery before shutting down Remotery itself:
Sampling OpenGL GPU activity
Remotery allows sampling of GPU activity on your main OpenGL context. After initialising Remotery, you need
to bind it to OpenGL with the single call:
Sampling is then a simple case of:
// Explicit begin/end for C
// ... OpenGL code ...
// Scoped begin/end for C++
// ... OpenGL code ...
Support for multiple contexts can be added pretty easily if there is demand for the feature. When you shutdown
your OpenGL device and context, ensure you notify Remotery before shutting down Remotery itself:
Sampling Metal GPU activity
Remotery can sample Metal command buffers issued to the GPU from multiple threads. As the Metal API does not
support finer grained profiling, samples will return only the timing of the bound command buffer, irrespective
of how many you issue. As such, make sure you bind and sample the command buffer for each call site:
The C API supports begin/end also:
Applying Configuration Settings
Before creating your Remotery instance, you can configure its behaviour by retrieving its settings object:
rmtSettings* settings = rmt_Settings();
Some important settings are:
// Redirect any Remotery allocations to your own malloc/free, with an additional context pointer
// that gets passed to your callbacks.
// Specify an input handler that receives text input from the Remotery console, with an additional
// context pointer that gets passed to your callback.
// The handler will be called from the Remotery thread so synchronization with a mutex or atomics
// might be needed to avoid race conditions with your threads.
// Place your settings in this file to overwrite default and user settings.
"typescript.tsdk": "C:\\Program Files (x86)\\Microsoft SDKs\\TypeScript\\2.0\\",
"editor.fontSize": 13,
"editor.lineHeight": 15,
"editor.autoClosingBrackets": false,
"editor.renderWhitespace": "all",
"editor.quickSuggestions": true, // This disables string suggestions but ALSO disables local variables so keep it on
"editor.wordBasedSuggestions": false, // Disable world-based suggestions being annoying in string editing (still some active)
"editor.snippetSuggestions": "none" // This combined with above seems to completely eliminate string suggestions
\ No newline at end of file
// See
// for the documentation about the tasks.json format
"version": "0.1.0",
"command": "tsc",
"isShellCommand": true,
"args": ["-p", "."],
"showOutput": "silent",
"problemMatcher": "$tsc"
\ No newline at end of file
class DOMEvent
// Trigger for the DOM event
Trigger: HTMLElement | Window;
// Event name
EventName: string;
constructor(trigger: HTMLElement | Window, event_name: string)
this.Trigger = trigger;
this.EventName = event_name;
Subscribe(listener: EventListener) : void
this.Trigger.addEventListener(this.EventName, listener, false);
Unsubscribe(listener: EventListener) : void
this.Trigger.removeEventListener(this.EventName, listener, false);
namespace DOM
export namespace Event
// Retrieves the event from the first parameter passed into an HTML event
export function Get(event: MouseEvent) : MouseEvent
// Internet explorer doesn't pass the event
return <MouseEvent>window.event || event;
// Stops events bubbling up to parent event handlers
export function StopPropagation(event: Event)
if (event)
event.cancelBubble = true;
if (event.stopPropagation)
// Stop default action for event
export function StopDefaultAction(event: Event)
if (event && event.preventDefault)
else if (window.event && window.event.returnValue)
window.event.returnValue = false;
// Get the position of the mouse cursor, page relative
export function GetMousePosition(event: MouseEvent) : int2