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