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82 lines
2.3 KiB
C#

1 year ago
using NUnit.Framework;
using UnityEditor.Performance.ProfileAnalyzer;
using UnityEditor;
using UnityEditorInternal;
using System.Collections.Generic;
public class ProfileAnalyzerBaseTest
{
protected struct FrameSetupData
{
internal ProgressBarDisplay progressBar;
internal ProfileAnalyzer analyzer;
internal ProfilerWindowInterface profilerWindowInterface;
internal ProfileData profileData;
internal int depthFilter;
internal List<string> threadFilters;
internal int firstFrame;
internal int lastFrame;
internal FrameSetupData(int minFrame, int maxFrame, int filterDepth, List<string> filterThreads)
{
progressBar = new ProgressBarDisplay();
firstFrame = minFrame;
lastFrame = maxFrame;
analyzer = new ProfileAnalyzer();
profilerWindowInterface = new ProfilerWindowInterface(progressBar);
profileData = profilerWindowInterface.PullFromProfiler(minFrame, maxFrame);
depthFilter = filterDepth;
threadFilters = filterThreads;
}
};
protected FrameSetupData m_SetupData;
[SetUp]
public void SetupTest()
{
ProfilerDriver.ClearAllFrames();
m_SetupData = new FrameSetupData(1, 300, -1, new List<string> { "1:Main Thread" });
}
[TearDown]
public void TearDownTest()
{
}
List<int> SelectRange(int startIndex, int endIndex)
{
List<int> list = new List<int>();
for (int c = startIndex; c <= endIndex; c++)
{
list.Add(c);
}
return list;
}
internal ProfileAnalysis GetAnalysisFromFrameData(ProfileData profileData)
{
return m_SetupData.analyzer.Analyze(profileData,
SelectRange(m_SetupData.firstFrame, m_SetupData.lastFrame),
m_SetupData.threadFilters,
m_SetupData.depthFilter);
}
protected void StartProfiler()
{
#if UNITY_2017_1_OR_NEWER
ProfilerDriver.enabled = true;
#endif
ProfilerDriver.profileEditor = true;
}
protected void StopProfiler()
{
EditorApplication.isPlaying = false;
#if UNITY_2017_1_OR_NEWER
ProfilerDriver.enabled = false;
#endif
ProfilerDriver.profileEditor = false;
}
}