Planet Tech Art
Last update: January 24, 2017 01:59 AM
January 23, 2017

Chrome Tracing as Profiler Frontend

Did you know that Google Chrome has a built-in profiler? Some people assume it’s only for profiling “web stuff” like JavaScript execution. But it can also be used as a really nice frontend for your own profiling data.

Colt McAnlis actually wrote about using it for game profiling, in 2012: Using Chrome://tracing to view your inline profiling data. Everything written there still stands, and I’m mostly going to repeat the same things. Just to make this Chrome Tracing thing more widely known :)

Backstory

For a part of our code build system, we have a super simple profiler (called TinyProfiler) that captures scoped sections of the code and measures time spent in them. It was producing a simple HTML+SVG “report file” with a flame graph style visualization:

This gets the job done, but the resulting HTML is not very interactive. You can hover over things and have their time show up in the text box. But no real zooming, panning, search filtering or other niceties that one could expect from a decent profiler frontend UI.

All these things could be implemented… but also, why do that when someone else (Chrome) already wrote a really nice profiler UI?

Using Chrome Tracing

All that is needed to do to use Chrome Tracing view is:

  1. Produce a JSON file with the format expected by Chrome,
  2. Go to chrome://tracing in Chrome,
  3. Click “Load” and open your file, or alternatively drag the file into Chrome,
  4. Profit!

The final result looks pretty similar to our custom HTML+SVG thing, as Chrome is also visualizing the profiling data in the flame graph style:

Advantages of doing this:

  1. Much better profiling UI: zooming, panning, filtering, statistics, and so on.
  2. We no longer need to write profiler UI frontend (no matter how simple) ourselves.
  3. 500 lines of code less than what we had before (writing out the JSON file is much simpler than the SVG file).

And some potential disadvantages:

  1. No easy way to “double click report file to open it” as far as I can see. Chrome does not have any command line or automated interface to open itself, go to tracing view, and load a file all in one go. So you have to manually do that, which is more clicks.
    • This could be improved by producing HTML file with everything needed, by using trace2html tool from the Chrome Tracing repository. However, that whole repository is ~1GB in size (it has way more stuff in it than just tracing UI), and I’m not too keen on adding a gigabyte of external dependency just for this. Maybe it would be possible to produce a “slimmed down, just the trace2html bits” version of that repository.
  2. Added dependency on 3rd party profiling frontend. However:

My take is that the advantages outweigh the disadvantages.

JSON file format

Trace Event Format is really nicely documented, so see there for details on more advanced usage. Basic structure of the JSON file is as follows:

{
"traceEvents": [
{ "pid":1, "tid":1, "ts":87705, "dur":956189, "ph":"X", "name":"Jambase", "args":{ "ms":956.2 } },
{ "pid":1, "tid":1, "ts":128154, "dur":75867, "ph":"X", "name":"SyncTargets", "args":{ "ms":75.9 } },
{ "pid":1, "tid":1, "ts":546867, "dur":121564, "ph":"X", "name":"DoThings", "args":{ "ms":121.6 } }
],
"meta_user": "aras",
"meta_cpu_count": "8"
}

traceEvents are the events that show up in the UI. Anything that is not recognized by the event format is treated as “metadata” that is shown by the UI metadata dialog (in this case, meta_user and meta_cpu_count are metadata). The JSON above looks like this in the Chrome Tracing UI:

Events described in it are the simplest ones, called “Complete Events” (indicated by ph:X). They need a timestamp and duration given in microseconds (ts and dur). The other fields are process ID and thread ID (pid and tid), and a name to display. There’s no need to indicate parent-child relationships between the events; the UI automatically figures that out based on event timings.

Events can also have custom data attached to them (args), which is displayed in the lower pane when an event is selected. One gotcha is that there has to be some custom data in order for the event to be selectable at all. So at least put some dummy data in there.

And basically that’s it for a super simple usage. Check out Trace Event Format for more advanced event types and usage. Happy profiling!

by at January 23, 2017 07:29 AM


January 17, 2017

Get to know: Gio Coutinho – Rooster Teeth Productions character TD

We have been talking with Gio for a few months after Brad met her at his visit to Rooster Teeth and seeing her first rigging video, where she did an excellent job in quickly and clearly presenting the technique. She has since created a great series of videos for Autodesk Learning that cover a solid […]

The post Get to know: Gio Coutinho – Rooster Teeth Productions character TD appeared first on Rigging Dojo.

by Rigging Dojo at January 17, 2017 06:12 AM


January 15, 2017

A look at 2016, and onto 2017

I don’t have any technical insights to share right now, so you’ll have to bear with me blabbering about random stuff!

Unity Work

By now it’s been 11 years at Unity (see 10 Years at Unity a year ago), and the last year has been interesting. Started out as written in that blog post – that I will be mostly doing plumbing & fixing and stuff.

But then at some point we had a mini-hackweek of “what should the future rendering pipeline of Unity should be?”, and it went quite well. So a team with tasks of “build building blocks for future rendering pipelines” and “modernize low level graphics code” was built, see more on Scriptable Render Loops google doc and corresponding github project. I’ve been doing mostly, well, plumbing there, so nothing new on that front :) – but overall this is very exciting, and if done well could be a big improvement in how Unity’s graphics engine works & what people can do with it.

I’ve also been a “lead” of this low level graphics team (“graphics foundation team” as we call it), and (again) realized that I’m the worst lead the world has ever seen. To my fellow colleagues: sorry about that (シ. .)シ So I stopped being a lead, and that is now in the capable hands of @stramit.

Each year I write a “summary of stuff I’ve done”, mostly for myself to see whether my expectations/plans matched reality. This year a big part in the mismatch has been because at start of year I did not know we’d go big into “let’s do scriptable render loops!”, otherwise it went as expected.

Day to day it feels a bit like “yeah, another day of plumbing”, but the summary does seem to indicate that I managed to get a decent amount of feature/improvement work done too. Nothing that would set the world on fire, but not bad either! Though thinking about it, after 2016, maybe the world could do with less things that set it on fire…

My current plan for next year is to continue working on scriptable render loops and whatever low level things they end up needing. But also perhaps try some new area for a bit, something where I’m a newbie and would have to learn some new things. We’ll see!

Oh, and extrapolating from the trend, I should effectively remove close to half a million lines of code this year. My fellow colleagues: brace yourselves :)

Open Source

My github contributions are not terribly impressive, but I managed to do better than in 2015.

  • Primarily SMOL-V, a SPIR-V shader compressor for Vulkan. It’s used in Unity now, and as far as I know, also used in two non-Unity game productions. If you use it (or tried it, but it did not work or whatever), I’d be happy to know!
  • Small amount of things in GLSL Optimizer and HLSL2GLSL, but with Unity itself mostly moving to a different shader compiler toolchain (HLSLcc at the moment), work there has been winding down. I did not have time or will to go through the PRs & issues there, sorry about that.
  • A bunch of random tiny fixes or tweaks submitted to other github projects, nothing of note really.

Writing

I keep on hearing that I should write more, but most of the time don’t feel like I have anything interesting to say. So I keep on posting random lame jokes and stuff on twitter instead.

Nevertheless, the amount of blog posts has been very slowly rising. The drop starting around year 2009 very much coincides with me getting onto twitter. Will try to write more in 2017, but we’ll see how that goes. If you have ideas on what I should write about, let me know!

The amount of readers on the website is basically constant through all the time that I had analytics on it (starting 2013 or so). Which could mean it’s only web crawling bots that read it, for all I know :) There’s an occasional spike, pretty much only because someone posted link on either reddit or hackernews, and the hive mind there decided to pay attention to it for five minutes or whatever.

Giving Back

Financially, I live a very comfortable life now, and that is by no means just an “I made it all by myself” thing. Starting conditions, circumstances, family support, a ton of luck all helped massively.

I try to pay some of that back by sharing knowledge (writing the blog, speaking, answering questions on twitter and ask.fm). This is something, but I could do more!

So this year started doing more of a “throw money towards good causes” thing too, compared to what I did before. Helped some local schools, and several local charities / help funds / patreons / “this is a good project” type of efforts. I’m super lucky that I can afford to do that, looking forward to doing more of it in 2017.

Started work towards installing solar panels on the roof, which should generate about as much electricity as we use up. That’s not exactly under “giving back” section, but feels good to have finally decided to do it. Will see how that goes in our (not that sunny) land.

Other Things

I’m not a twenty-something anymore, and turns out I have to do some sort of extra physical activity besides working with a computer all day long. But OMG it’s so boring, so it takes a massive effort to force myself to do it. I actually stopped going to the gym for half a year, but then my back pains said “ohai! long time no see!”. Ugggh. So towards end of 2016 started doing the gym thing again. I can only force myself to go there twice a week, but that’s enough to keep me from collapsing physically :) So far so good, but still boring.

Rocksmith keeps on being the only “hobby” that I have, and still having loads of fun with it. I probably have played about 200 hours this year.

It feels like I am still improving my guitar playing skills, but I’m not doing enough effort to actually improve. Most of the time I just play through songs in a messy way, without taking time to go through difficult riffs or solos and really nail the things down. So my playing is like: eh, ¯\_(ツ)_/¯. Maybe in 2017 I should try playing with some other people (something I have never done, besides a few very lame attempts in high school), or try taking “real” guitar lessons.

INSIDE and Firewatch are my games of the year. They are both made with Unity too, which does not feel bad at all.

Did family vacations, lazy one in Maldives and a road trip in Spain. Both were nice in their own way, but we all (again) realized that lazy-type vacations are not our style, even if they are nice to have once in a while.

In 2017 I want to spend less time on social media, which lately is mostly a source of really depressing news, and just do more useful or helpful things instead. Wish me luck.

by at January 15, 2017 09:27 PM


January 14, 2017

Metallic Spirals

Grain solver with curve force on helix.spiral_grains

by Ian at January 14, 2017 06:16 AM