fix: bug was preventing tcom speedup from accumulating source files with successive builds.
#
# 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()