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Show VRAM memory usage with com_showFPS > 2 in separate line
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2e2a9106e1
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2 changed files with 5 additions and 3 deletions
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@ -376,6 +376,7 @@ float idConsoleLocal::DrawFPS( float y )
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static ImVec4 colorMdGrey = ImVec4( 0.50f, 0.50f, 0.50f, 1.00f );
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static ImVec4 colorDkGrey = ImVec4( 0.25f, 0.25f, 0.25f, 1.00f );
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static ImVec4 colorGold = ImVec4( 0.68f, 0.63f, 0.36f, 1.00f );
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static ImVec4 colorPastelMagenta = ImVec4( 1.0f, 0.5f, 1.0f, 1.00f );
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ImGui::Begin( "Performance Stats" );
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@ -450,7 +451,8 @@ float idConsoleLocal::DrawFPS( float y )
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ImGui::TextColored( colorCyan, "API: %s, AA[%i, %i]: %s, %s", API, width, height, aaMode, resolutionText.c_str() );
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ImGui::TextColored( colorGold, "Device: %s, Memory: %llu MB", deviceManager->GetRendererString(), commonLocal.GetRendererGpuMemoryMB() );
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ImGui::TextColored( colorGold, "Device: %s", deviceManager->GetRendererString() );
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ImGui::TextColored( colorPastelMagenta, "VRAM Usage: %llu MB", commonLocal.GetRendererGpuMemoryMB() );
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ImGui::TextColored( colorLtGrey, "GENERAL: views:%i draws:%i tris:%i",
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commonLocal.stats_frontend.c_numViews,
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@ -526,7 +528,7 @@ float idConsoleLocal::DrawFPS( float y )
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ImGui::TextColored( rendererGPUShaderPassesTime > maxTime ? colorRed : colorWhite, " Shader Pass: %5llu us", rendererGPUShaderPassesTime );
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#endif
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ImGui::TextColored( rendererGPU_TAATime > maxTime ? colorRed : colorWhite, " TAA: %5llu us", rendererGPU_TAATime );
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ImGui::TextColored( rendererGPUToneMapPassTime > maxTime ? colorRed : colorWhite, " ToneMap: %5llu us", rendererGPUToneMapPassTime );
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//ImGui::TextColored( rendererGPUToneMapPassTime > maxTime ? colorRed : colorWhite, " ToneMap: %5llu us", rendererGPUToneMapPassTime );
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ImGui::TextColored( rendererGPUPostProcessingTime > maxTime ? colorRed : colorWhite, " PostFX: %5llu us", rendererGPUPostProcessingTime );
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ImGui::TextColored( frameBusyTime > maxTime || rendererGPUTime > maxTime ? colorRed : colorWhite, "Total: %5lld us Total: %5lld us", frameBusyTime, rendererGPUTime );
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ImGui::TextColored( colorWhite, "Idle: %5lld us Idle: %5lld us", frameIdleTime, rendererGPUIdleTime );
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@ -6296,7 +6296,7 @@ void idRenderBackend::PostProcess( const void* data )
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blitParms.targetFramebuffer = deviceManager->GetCurrentFramebuffer();
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blitParms.targetViewport = nvrhi::Viewport( renderSystem->GetWidth(), renderSystem->GetHeight() );
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commonPasses.BlitTexture( commandList, blitParms, &bindingCache );
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// copy LDR result to postProcFBO which is HDR but also used by postFX
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blitParms.sourceTexture = ( nvrhi::ITexture* )globalImages->ldrImage->GetTextureID();
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blitParms.targetFramebuffer = globalFramebuffers.postProcFBO->GetApiObject();
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