sbsv2/raptor/bin/timelines.py
author timothy.murphy@nokia.com
Fri, 30 Apr 2010 16:07:17 +0100
branchfix
changeset 511 7581d432643a
parent 100 55250667c668
permissions -rwxr-xr-x
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()