added new stats to r_speeds 1 (shader changes, draw calls)

This commit is contained in:
myT 2020-11-05 03:50:58 +01:00
parent f4e8e81ab5
commit b1df6ac8f7
5 changed files with 17 additions and 0 deletions

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@ -415,6 +415,8 @@ static void SCR_PerformanceCounters()
SCR_DrawString( x, y, cw, ch, va("Base Tris: %i", pc3D[RB_INDICES] / 3), qfalse ); y += ch;
SCR_DrawString( x, y, cw, ch, va("Base Surfs: %i", pc3D[RB_SURFACES]), qfalse ); y += ch;
SCR_DrawString( x, y, cw, ch, va("B Batches: %i", pc3D[RB_BATCHES]), qfalse ); y += ch;
SCR_DrawString( x, y, cw, ch, va("Shdr Chges: %i", pc3D[RB_SHADER_CHANGES]), qfalse ); y += ch;
SCR_DrawString( x, y, cw, ch, va("Draw Calls: %i", pc3D[RB_DRAW_CALLS]), qfalse ); y += ch;
SCR_DrawString( x, y, cw, ch, va("Lit Verts: %i", pc3D[RB_LIT_VERTICES]), qfalse ); y += ch;
SCR_DrawString( x, y, cw, ch, va("Lit Tris: %i", pc3D[RB_LIT_INDICES] / 3), qfalse ); y += ch;

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@ -825,6 +825,7 @@ static void DrawIndexed(int indexCount)
{
d3ds.context->DrawIndexed(indexCount, d3d.indexBuffer.readIndex, d3d.vertexBuffers[VB_POSITION].readIndex);
}
backEnd.pc3D[RB_DRAW_CALLS]++;
}
static void ApplyPipeline(PipelineId index)
@ -891,6 +892,7 @@ static void ApplyPipeline(PipelineId index)
d3ds.context->VSSetShader(pipeline->vertexShader, NULL, 0);
d3ds.context->PSSetShader(pipeline->pixelShader, NULL, 0);
backEnd.pc3D[RB_SHADER_CHANGES]++;
if(pipeline->vertexBuffer)
{
@ -2080,6 +2082,7 @@ static void DrawPostProcess(float vsX, float vsY, float srX, float srY, qbool sc
}
}
d3ds.context->Draw(3, 0);
backEnd.pc3D[RB_DRAW_CALLS]++;
}
static void GAL_EndFrame()
@ -2684,6 +2687,7 @@ static void ClearViews(qbool shouldClearColor, const FLOAT* clearColor)
d3d.clearPSData.color[3] = shouldClearColor ? 1.0f : 0.0f;
UploadPendingShaderData();
d3ds.context->Draw(3, 0);
backEnd.pc3D[RB_DRAW_CALLS]++;
ApplyPipeline(PID_GENERIC);
}
}

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@ -70,6 +70,7 @@ static void GL_Program( const GLSL_Program& prog )
if ( prog.p != progCurrent ) {
glUseProgram( prog.p );
progCurrent = prog.p;
backEnd.pc3D[ RB_SHADER_CHANGES ]++;
}
}
@ -78,6 +79,7 @@ static void GL_Program()
if ( progCurrent != 0 ) {
glUseProgram(0);
progCurrent = 0;
backEnd.pc3D[ RB_SHADER_CHANGES ]++;
}
}
@ -144,6 +146,7 @@ static void DrawDynamicLight()
R_BindAnimatedImage( &pStage->bundle );
glDrawElements( GL_TRIANGLES, tess.dlNumIndexes, GL_INDEX_TYPE, tess.dlIndexes );
backEnd.pc3D[ RB_DRAW_CALLS ]++;
glUnlockArraysEXT();
@ -168,6 +171,7 @@ static qbool GL2_StageIterator_MultitextureStage( int stage )
glTexCoordPointer( 2, GL_FLOAT, 0, tess.svars[stage].texcoordsptr );
glDrawElements( GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, tess.indexes );
backEnd.pc3D[ RB_DRAW_CALLS ]++;
glDisable( GL_TEXTURE_2D );
GL_SelectTexture( 0 );
@ -215,6 +219,7 @@ static void DrawGeneric()
}
glDrawElements( GL_TRIANGLES, tess.numIndexes, GL_INDEX_TYPE, tess.indexes );
backEnd.pc3D[ RB_DRAW_CALLS ]++;
}
if ( tess.drawFog )
@ -801,6 +806,7 @@ static void GL2_EndFrame()
static void ID_INLINE R_DrawElements( int numIndexes, const unsigned int* indexes )
{
glDrawElements( GL_TRIANGLES, numIndexes, GL_INDEX_TYPE, indexes );
backEnd.pc3D[ RB_DRAW_CALLS ]++;
}

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@ -1160,6 +1160,7 @@ static void ApplyPipeline(PipelineId pipelineId)
Pipeline* const pipeline = &gl.pipelines[pipelineId];
glUseProgram(pipeline->program.program);
backEnd.pc3D[RB_SHADER_CHANGES]++;
for(int i = 0; i < VB_COUNT; ++i)
{
@ -1726,6 +1727,7 @@ static void CreateGeometryBufferStorage(ArrayBuffer* buffer)
static void DrawElements(int indexCount)
{
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, (const GLvoid*)(GLintptr)(gl.indexBuffer.readIndex * gl.indexBuffer.itemSize));
backEnd.pc3D[RB_DRAW_CALLS]++;
}
static void SetDefaultState()
@ -2168,6 +2170,7 @@ static void GAL_EndFrame()
gl.fbReadIndex ^= 1;
FBO_Bind(&gl.fbSS[gl.fbReadIndex]);
glDrawArrays(GL_TRIANGLES, 0, 3);
backEnd.pc3D[RB_DRAW_CALLS]++;
ApplyViewportAndScissor(0, 0, glInfo.winWidth, glInfo.winHeight);
FBO_BlitToBackBuffer();

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@ -76,6 +76,8 @@ enum {
RB_INDICES,
RB_SURFACES,
RB_BATCHES,
RB_SHADER_CHANGES, // vertex + pixel shader combos, not Q3 shaders
RB_DRAW_CALLS, // dispatched API draw calls
RB_LIT_VERTICES,
RB_LIT_INDICES,