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authorStefan Boberg <[email protected]>2026-04-20 21:50:41 +0200
committerGitHub Enterprise <[email protected]>2026-04-20 21:50:41 +0200
commit2dfb5da16b97a6c12e01977af5b5188522178a4e (patch)
tree428aa0aa8e6079c64438931e0fd4f828c613c94d /src/zenutil/include
parentAdd CompactString utility type (#990) (diff)
downloadarchived-zen-2dfb5da16b97a6c12e01977af5b5188522178a4e.tar.xz
archived-zen-2dfb5da16b97a6c12e01977af5b5188522178a4e.zip
zen trace analysis support (#945)
Integrates the **tourist** trace analysis library and builds a full `zen trace` command suite for working with Unreal Engine `.utrace` files. ### Trace analysis library (`thirdparty/tourist/`) - Adds the tourist library as a third-party dependency with three modules: **foundation** (platform primitives, memory, scheduling), **trace** (UE Trace protocol decoding), and **analysis** (event dispatching and analyzer framework). - Cross-platform support for Windows, Linux, and macOS. ### `zen trace` CLI commands (`src/zen/cmds/`, `src/zen/trace/`) - **`zen trace analyze`** — Summarize a `.utrace` file: session metadata, thread inventory, command line + build configuration, CPU profiling scopes, timing, event rates, log messages, and (with symbols) memory allocation metrics including live-allocs dumps, callstack-keyed aggregation, and allocation churn. Optional HTML output for memory reports. - **`zen trace inspect`** — Dump the event schema (declared types, fields, sizes) from a trace file. - **`zen trace trim`** — Extract a time-window from a trace into a new `.utrace` file. - **`zen trace serve`** — Launch a local HTTP server hosting an interactive trace viewer; opens in the default browser. ### Symbolication (`src/zen/trace/symbol_resolver.*`, `thirdparty/raw_pdb/`) - Pluggable resolver with multiple backends: `pdb` (in-tree raw_pdb), `dbghelp` (Windows), `llvm-symbolizer` (all platforms), `atos` (macOS). An `auto` backend picks the best available tool per platform. - Microsoft Symbol Server support: downloads PDBs on demand using a redirect-aware HTTP client. - Local PDB cache keyed by image GUID preserves symbols across binary recompilation. - Callstack trimming heuristic strips UE internal noise from reports. - Binary analysis cache (`.ucache_z`) avoids re-resolving the same trace. ### Interactive trace viewer (`src/zen/frontend/html/`, `src/zen/trace/trace_viewer_service.*`) - Timeline: scope-level detail, horizontal zoom/pan, vertical scrolling, viewport-driven loading with pre-computed LOD for responsive navigation of large traces. - Thread grouping (collapsible sidebar sections) synthesized from name suffixes, natural sort order, visual distinction between lane threads and OS threads. - Bookmark and region annotations; region categories with per-category toggles; bookmark marker toggle in the toolbar. - Filterable Logs tab showing captured `UE_LOG` output. - Stats tab with per-scope aggregate statistics. - Memory tab with interactive allocation analysis and an allocation size histogram. - CsvProfiler event parsing and chart UI. ### Other in-branch supporting changes - **Cross-platform browser launcher** (`browser_launcher.{h,cpp}`) used by `trace serve`. - **`ReciprocalU64`** fast 64-bit integer division (zencore/intmath) for trace analyzers. - **`parallelsort`** cross-platform parallel sort helper (zenutil). - Frontend zip build rule so the viewer's HTML assets are bundled into `zen.exe`. - `/Zo` flag for better optimized debug info on Windows release builds. - `trace-tests.cpp` in the `zen-test` harness (harness itself landed on main via #985).
Diffstat (limited to 'src/zenutil/include')
-rw-r--r--src/zenutil/include/zenutil/parallelsort.h119
1 files changed, 119 insertions, 0 deletions
diff --git a/src/zenutil/include/zenutil/parallelsort.h b/src/zenutil/include/zenutil/parallelsort.h
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+++ b/src/zenutil/include/zenutil/parallelsort.h
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+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#pragma once
+
+#include <zencore/scopeguard.h>
+#include <zencore/thread.h>
+#include <zencore/workthreadpool.h>
+
+ZEN_THIRD_PARTY_INCLUDES_START
+#include <EASTL/sort.h>
+#include <EASTL/vector.h>
+ZEN_THIRD_PARTY_INCLUDES_END
+
+#include <algorithm>
+
+namespace zen {
+
+// Bottom-up parallel merge sort using WorkerThreadPool + Latch.
+//
+// Splits the range into chunks, sorts each chunk in parallel via
+// eastl::sort, then iteratively merges adjacent pairs in parallel
+// using std::inplace_merge until a single sorted range remains.
+//
+// Falls back to eastl::sort for ranges below kMinParallelSortSize.
+template<typename RandomIt, typename Compare>
+void
+ParallelSort(WorkerThreadPool& Pool, RandomIt First, RandomIt Last, Compare Comp)
+{
+ constexpr size_t kMinParallelSortSize = 65536;
+ constexpr size_t kMinChunkSize = 65536;
+ constexpr size_t kMaxChunks = 64;
+
+ size_t Count = size_t(Last - First);
+ if (Count <= kMinParallelSortSize)
+ {
+ eastl::sort(First, Last, Comp);
+ return;
+ }
+
+ // Determine chunk count: enough to saturate workers, but not so many
+ // that scheduling overhead dominates.
+ size_t ChunkCount = (Count + kMinChunkSize - 1) / kMinChunkSize;
+ if (ChunkCount > kMaxChunks)
+ {
+ ChunkCount = kMaxChunks;
+ }
+ if (ChunkCount < 2)
+ {
+ ChunkCount = 2;
+ }
+
+ // Compute chunk boundaries.
+ eastl::vector<RandomIt> Boundaries;
+ Boundaries.reserve(ChunkCount + 1);
+ size_t ChunkSize = Count / ChunkCount;
+ for (size_t I = 0; I < ChunkCount; ++I)
+ {
+ Boundaries.push_back(First + ptrdiff_t(I * ChunkSize));
+ }
+ Boundaries.push_back(Last);
+
+ // Phase 1: Sort each chunk in parallel.
+ {
+ Latch Done(1);
+ for (size_t I = 0; I < ChunkCount; ++I)
+ {
+ Done.AddCount(1);
+ Pool.ScheduleWork(
+ [&Done, Begin = Boundaries[I], End = Boundaries[I + 1], &Comp]() {
+ auto Guard = MakeGuard([&Done]() { Done.CountDown(); });
+ eastl::sort(Begin, End, Comp);
+ },
+ WorkerThreadPool::EMode::EnableBacklog);
+ }
+ Done.CountDown();
+ Done.Wait();
+ }
+
+ // Phase 2: Pairwise merge rounds until a single sorted range remains.
+ // Each round merges non-overlapping adjacent pairs in parallel, then
+ // compacts the boundary list. An odd trailing chunk is carried forward.
+ while (ChunkCount > 1)
+ {
+ size_t Pairs = ChunkCount / 2;
+
+ {
+ Latch Done(1);
+ for (size_t I = 0; I < Pairs; ++I)
+ {
+ size_t Left = 2 * I;
+ Done.AddCount(1);
+ Pool.ScheduleWork(
+ [&Done, F = Boundaries[Left], M = Boundaries[Left + 1], L = Boundaries[Left + 2], &Comp]() {
+ auto Guard = MakeGuard([&Done]() { Done.CountDown(); });
+ std::inplace_merge(F, M, L, Comp);
+ },
+ WorkerThreadPool::EMode::EnableBacklog);
+ }
+ Done.CountDown();
+ Done.Wait();
+ }
+
+ // Compact boundaries: merged pairs collapse, odd chunk carried forward.
+ eastl::vector<RandomIt> NewBounds;
+ NewBounds.reserve((ChunkCount + 1) / 2 + 1);
+ for (size_t I = 0; I < ChunkCount; I += 2)
+ {
+ NewBounds.push_back(Boundaries[I]);
+ }
+ NewBounds.push_back(Last);
+
+ ChunkCount = NewBounds.size() - 1;
+ Boundaries = eastl::move(NewBounds);
+ }
+}
+
+void parallelsort_forcelink(); // internal
+
+} // namespace zen