/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __RENDERLOG_H__ #define __RENDERLOG_H__ /* ================================================================================================ Contains the RenderLog declaration. ================================================================================================ */ #if defined(ID_RETAIL) && !defined(ID_RETAIL_INTERNAL) #define STUB_RENDER_LOG #endif enum renderLogMainBlock_t { MRB_NONE, MRB_BEGIN_DRAWING_VIEW, MRB_FILL_DEPTH_BUFFER, MRB_DRAW_INTERACTIONS, MRB_DRAW_SHADER_PASSES, MRB_FOG_ALL_LIGHTS, MRB_DRAW_SHADER_PASSES_POST, MRB_DRAW_DEBUG_TOOLS, MRB_CAPTURE_COLORBUFFER, MRB_POSTPROCESS, MRB_GPU_SYNC, MRB_END_FRAME, MRB_BINK_FRAME, MRB_BINK_NEXT_FRAME, MRB_TOTAL, MRB_MAX }; // these are used to make sure each Indent() is properly paired with an Outdent() enum renderLogIndentLabel_t { RENDER_LOG_INDENT_DEFAULT, RENDER_LOG_INDENT_MAIN_BLOCK, RENDER_LOG_INDENT_BLOCK, RENDER_LOG_INDENT_TEST }; // using this macro avoids printf parameter overhead if the renderlog isn't active #define RENDERLOG_PRINTF( ... ) if ( renderLog.activeLevel ) renderLog.Printf( __VA_ARGS__ ); #if !defined( STUB_RENDER_LOG ) /* ================================================ idRenderLog contains block-based performance-tuning information. It combines logfile, and msec accumulation code. ================================================ */ class idRenderLog { public: idRenderLog(); void StartFrame(); void EndFrame(); void Close(); int Active() { return activeLevel; // returns greater than 1 for more detailed logging } // The label must be a constant string literal and may not point to a temporary. void OpenMainBlock( renderLogMainBlock_t block ); void CloseMainBlock(); void OpenBlock( const char* label ); void CloseBlock(); void Indent( renderLogIndentLabel_t label = RENDER_LOG_INDENT_DEFAULT ); void Outdent( renderLogIndentLabel_t label = RENDER_LOG_INDENT_DEFAULT ); void Printf( VERIFY_FORMAT_STRING const char* fmt, ... ); static const int MAX_LOG_LEVELS = 20; int activeLevel; renderLogIndentLabel_t indentLabel[MAX_LOG_LEVELS]; char indentString[MAX_LOG_LEVELS * 4]; int indentLevel; const char* lastLabel; renderLogMainBlock_t lastMainBlock; // idFile* logFile; struct logStats_t { uint64 startTiming; int startDraws; int startIndexes; }; uint64 frameStartTime; uint64 closeBlockTime; logStats_t logStats[MAX_LOG_LEVELS]; int logLevel; void LogOpenBlock( renderLogIndentLabel_t label, const char* fmt, ... ); void LogCloseBlock( renderLogIndentLabel_t label ); }; /* ======================== idRenderLog::Indent ======================== */ ID_INLINE void idRenderLog::Indent( renderLogIndentLabel_t label ) { //if( logFile != NULL ) if( r_logFile.GetInteger() != 0 ) { indentLabel[indentLevel] = label; indentLevel++; for( int i = 4; i > 0; i-- ) { indentString[indentLevel * 4 - i] = ' '; } indentString[indentLevel * 4] = '\0'; } } /* ======================== idRenderLog::Outdent ======================== */ ID_INLINE void idRenderLog::Outdent( renderLogIndentLabel_t label ) { //if( logFile != NULL && indentLevel > 0 ) if( r_logFile.GetInteger() != 0 && indentLevel > 0 ) { indentLevel--; assert( indentLabel[indentLevel] == label ); // indent and outdent out of sync ? indentString[indentLevel * 4] = '\0'; } } #else // !STUB_RENDER_LOG /* ================================================ idRenderLog stubbed version for the SPUs and high performance rendering in retail builds. ================================================ */ class idRenderLog { public: idRenderLog() {} void StartFrame() {} void EndFrame() {} void Close() {} int Active() { return 0; } void OpenBlock( const char* label ); void CloseBlock(); void OpenMainBlock( renderLogMainBlock_t block ) {} void CloseMainBlock() {} void Indent( renderLogIndentLabel_t label = RENDER_LOG_INDENT_DEFAULT ) {} void Outdent( renderLogIndentLabel_t label = RENDER_LOG_INDENT_DEFAULT ) {} void Printf( VERIFY_FORMAT_STRING const char* fmt, ... ) {} int activeLevel; }; #endif // !STUB_RENDER_LOG extern idRenderLog renderLog; #endif // !__RENDERLOG_H__