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yaze/docs/analysis/editor_performance_monitoring_setup.md
scawful 91a6a49d1a Add comprehensive analysis of ZScream vs YAZE overworld implementations
- Introduced a detailed comparison document highlighting the functional equivalence between ZScream (C#) and YAZE (C++) overworld loading logic.
- Verified key areas such as tile loading, expansion detection, map decompression, and coordinate calculations, confirming consistent behavior across both implementations.
- Documented differences and improvements in YAZE, including enhanced error handling and memory management.
- Provided validation results from integration tests ensuring data integrity and compatibility with existing ROMs.
2025-09-28 22:49:29 -04:00

4.5 KiB

Editor Performance Monitoring Setup

Overview

Successfully implemented comprehensive performance monitoring across all YAZE editors to identify loading bottlenecks and optimize the entire application startup process.

Completed Tasks

1. Performance Timer Standardization

  • Cleaned up and standardized all performance monitoring timers
  • Added consistent core::ScopedTimer usage across all editors
  • Integrated with the existing core::PerformanceMonitor system

2. Editor Timing Implementation

Added performance timing to all 8 editor Load() methods:

Editor File Status
OverworldEditor overworld/overworld_editor.cc Already had timing
DungeonEditor dungeon/dungeon_editor.cc Added timing
ScreenEditor graphics/screen_editor.cc Added timing
SpriteEditor sprite/sprite_editor.cc Added timing
MessageEditor message/message_editor.cc Added timing
MusicEditor music/music_editor.cc Added timing
PaletteEditor graphics/palette_editor.cc Added timing
SettingsEditor system/settings_editor.cc Added timing

3. Implementation Details

Each editor now includes:

#include "app/core/performance_monitor.h"

absl::Status [EditorName]::Load() {
  core::ScopedTimer timer("[EditorName]::Load");
  
  // ... existing loading logic ...
  
  return absl::OkStatus();
}

🎯 Expected Results

When you run the application and load a ROM, you'll now see detailed timing for each editor:

=== Performance Summary ===
Operation                     Count       Total (ms)     Average (ms)   
------------------------------------------------------------------------
OverworldEditor::Load         1           XXX            XXX           
DungeonEditor::Load           1           XXX            XXX           
ScreenEditor::Load            1           XXX            XXX           
SpriteEditor::Load            1           XXX            XXX           
MessageEditor::Load           1           XXX            XXX           
MusicEditor::Load             1           XXX            XXX           
PaletteEditor::Load           1           XXX            XXX           
SettingsEditor::Load          1           XXX            XXX           
LoadAllGraphicsData           1           XXX            XXX           
------------------------------------------------------------------------

🔍 Bottleneck Identification Strategy

Phase 1: Baseline Measurement

Run the application and collect performance data to identify:

  • Which editors are slowest to load
  • Total loading time breakdown
  • Memory usage patterns during loading

Phase 2: Targeted Optimization

Based on the results, focus optimization efforts on:

  • Slowest Editors: Apply lazy loading or deferred initialization
  • Memory-Intensive Operations: Implement progressive loading
  • I/O Bound Operations: Add caching or parallel processing

Phase 3: Advanced Optimizations

  • Parallel Editor Loading: Load independent editors concurrently
  • Predictive Loading: Pre-load editors likely to be used
  • Resource Pooling: Share resources between editors

🚀 Next Steps

  1. Run Performance Test: Load a ROM and collect the performance summary
  2. Identify Bottlenecks: Find the slowest editors (likely candidates: DungeonEditor, ScreenEditor)
  3. Apply Optimizations: Implement lazy loading for slow editors
  4. Measure Improvements: Compare before/after performance

📊 Expected Findings

Based on typical patterns, we expect to find:

  • OverworldEditor: Already optimized (should be fast)
  • DungeonEditor: Likely slow (complex dungeon data loading)
  • ScreenEditor: Potentially slow (graphics processing)
  • SpriteEditor: Likely fast (minimal loading)
  • MessageEditor: Likely fast (text data only)
  • MusicEditor: Likely fast (minimal loading)
  • PaletteEditor: Likely fast (small palette data)
  • SettingsEditor: Likely fast (configuration only)

🎉 Benefits

  • Complete Visibility: See exactly where time is spent during ROM loading
  • Targeted Optimization: Focus efforts on the real bottlenecks
  • Measurable Progress: Track improvements with concrete metrics
  • User Experience: Faster application startup and responsiveness

The performance monitoring system is now ready to identify and help optimize the remaining bottlenecks in YAZE's loading process!