sbsv2/raptor/bin/timelines.py
author jjkang
Fri, 25 Jun 2010 19:56:45 +0800
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permissions -rw-r--r--
add cpptoolsplat
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#
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# Copyright (c) 2007-2009 Nokia Corporation and/or its subsidiary(-ies).
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# All rights reserved.
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# This component and the accompanying materials are made available
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# under the terms of the License "Eclipse Public License v1.0"
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# which accompanies this distribution, and is available
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# at the URL "http://www.eclipse.org/legal/epl-v10.html".
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#
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# Initial Contributors:
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# Nokia Corporation - initial contribution.
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#
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# Contributors:
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#
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# Description: 
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# 
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# Raptor log visualisation program. Takes a raptor log as standard input
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# and displays timelines that represent build progress and 
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# how much actual parallelism there is in the build.
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# This program requires the pygame and PyOpenGL modules.
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from OpenGL.GL import *
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from OpenGL.GLU import *
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import pygame
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from pygame.locals import *
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import time
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class Timeline(object):
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	"""A bar representing a number of recipes which were executed in 
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	   time sequence.  There is no guarantee about what host but in 
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	   theory they could have been executed on the same host."""
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	globalmax = 2.0
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	def __init__(self,ylevel):
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		self.maxtime = 0.0
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		self.recipes = []
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		self.ylevel = ylevel
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	def append(self, recipe):
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		"" add this recipe to this timeline if it happens after the latest recipe already in the timeline ""
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		if recipe.starttime + recipe.duration > self.maxtime:
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			self.maxtime = recipe.starttime + recipe.duration
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			if self.maxtime > Timeline.globalmax:
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				Timeline.globalmax = self.maxtime 
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		else:
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			pass
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		self.recipes.append(recipe)
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	def draw(self):
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		glLoadIdentity()
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		self.xscale = 4.0 / Timeline.globalmax
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    		glTranslatef(-2.0, -1.5, -6.0)
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		count = 0
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		for r in self.recipes:
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			if count % 2 == 0:
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				coloff=0.8
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			else:
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				coloff = 1.0
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			count += 1
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			r.draw(self.xscale, self.ylevel, coloff)
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class Recipe(object):
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	"""Represents a task completed in a raptor build. 
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	   Drawn as a colour-coded bar with different 
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	   colours for the various recipe types."""
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	STAT_OK = 0
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	colours = {
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		'compile': (0.5,0.5,1.0),
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		'compile2object': (0.5,0.5,1.0),
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		'win32compile2object': (0.5,0.5,1.0),
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		'tools2linkexe': (0.5,1.0,0.5),
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		'link': (0.5,1.0,0.5),
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		'linkandpostlink': (0.5,1.0,0.5),
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		'win32stageonelink': (0.5,1.0,0.5),
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		'tools2lib': (0.5,1.0,1.0),
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		'win32stagetwolink': (1.0,0.1,1.0),
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		'postlink': (1.0,0.5,1.0)
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		}
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	def __init__(self, starttime, duration, name, status):
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		self.starttime = starttime
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		self.duration = duration
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		self.status = status
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		self.colour = (1.0, 1.0, 1.0)
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		if name in Recipe.colours:
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			self.colour = Recipe.colours[name]
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		else:
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			self.colour = (1.0,1.0,1.0)
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		self.name = name 
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	def draw(self, scale, ylevel, coloff):
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		if self.status == Recipe.STAT_OK:
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			glColor4f(self.colour[0]*coloff, self.colour[1]*coloff, self.colour[2]*coloff,0.2)
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		else:
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			glColor4f(1.0*coloff, 0.6*coloff, 0.6*coloff,0.2)
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		x = self.starttime * scale
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		y = ylevel
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		x2 = x + self.duration * scale
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		y2 = ylevel + 0.2
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		glBegin(GL_QUADS)
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		glVertex3f(x, y, 0)
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		glVertex3f(x, y2, 0)
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		glVertex3f(x2, y2, 0)
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		glVertex3f(x2, y, 0)
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		glEnd()
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def resize((width, height)):
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	if height==0:
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		height=1
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	glViewport(0, 0, width, height)
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	glMatrixMode(GL_PROJECTION)
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	glLoadIdentity()
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	gluPerspective(45, 1.0*width/height, 0.1, 100.0)
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	glMatrixMode(GL_MODELVIEW)
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	glLoadIdentity()
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def init():
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	glShadeModel(GL_SMOOTH)
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	glClearColor(0.0, 0.0, 0.0, 0.0)
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	glClearDepth(1.0)
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	glEnable(GL_DEPTH_TEST)
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	glDepthFunc(GL_LEQUAL)
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	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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import sys
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import re
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def main():
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	video_flags = OPENGL|DOUBLEBUF
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	pygame.init()
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	pygame.display.set_mode((800,600), video_flags)
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	resize((800,600))
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	init()
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	frames = 0
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	ticks = pygame.time.get_ticks()
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	lines = 4
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	timelines = []
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	ylevel = 0.0
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	for i in xrange(0,4):
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		ylevel += 0.6 
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		timelines.append(Timeline(ylevel))
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	f = sys.stdin
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	recipe_re = re.compile(".*<recipe name='([^']+)'.*")
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	time_re = re.compile(".*<time start='([0-9]+\.[0-9]+)' *elapsed='([0-9]+\.[0-9]+)'.*")
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	status_re = re.compile(".*<status exit='([^']*)'.*")
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	alternating = 0
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	start_time = 0.0
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	for l in f.xreadlines():
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		l2 = l.rstrip("\n")
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		rm = recipe_re.match(l2)
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		if rm is not None:
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			rname = rm.groups()[0]
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			continue
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		tm = time_re.match(l2)
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		if tm is not None:
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			s = float(tm.groups()[0])
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			elapsed = float(tm.groups()[1])
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			if start_time == 0.0:
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				start_time = s
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			s -= start_time
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			continue
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		sm = status_re.match(l2)
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		if sm is None:
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			continue
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		if sm.groups()[0] == 'ok':
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			status = 0
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		else:
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			status = int(sm.groups()[0])
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		olddiff = 999999999.0
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		tnum = 0
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		for t in timelines:
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			newdiff = s - t.maxtime
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			if newdiff < 0.0:
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				continue
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			if olddiff > newdiff:
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				dest_timeline = t
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				olddiff = newdiff
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			tnum += 1
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		dest_timeline.append(Recipe(s, elapsed, rname, status))
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		event = pygame.event.poll()
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		if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
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			break
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		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
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		for t in timelines:
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			t.draw()
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		pygame.display.flip()
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		frames = frames+1
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	print "fps:  %de" % ((frames*1000)/(pygame.time.get_ticks()-ticks))
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	event = pygame.event.wait()
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if __name__ == '__main__': main()