mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
205 lines
5.7 KiB
C++
205 lines
5.7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __RENDERLOG_H__
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#define __RENDERLOG_H__
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/*
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================================================================================================
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Contains the RenderLog declaration.
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================================================================================================
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*/
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#if defined(ID_RETAIL) && !defined(ID_RETAIL_INTERNAL)
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#define STUB_RENDER_LOG
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#endif
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enum renderLogMainBlock_t
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{
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MRB_NONE,
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MRB_BEGIN_DRAWING_VIEW,
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MRB_FILL_DEPTH_BUFFER,
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MRB_DRAW_INTERACTIONS,
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MRB_DRAW_SHADER_PASSES,
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MRB_FOG_ALL_LIGHTS,
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MRB_DRAW_SHADER_PASSES_POST,
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MRB_DRAW_DEBUG_TOOLS,
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MRB_CAPTURE_COLORBUFFER,
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MRB_POSTPROCESS,
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MRB_GPU_SYNC,
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MRB_END_FRAME,
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MRB_BINK_FRAME,
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MRB_BINK_NEXT_FRAME,
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MRB_TOTAL,
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MRB_MAX
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};
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// these are used to make sure each Indent() is properly paired with an Outdent()
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enum renderLogIndentLabel_t
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{
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RENDER_LOG_INDENT_DEFAULT,
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RENDER_LOG_INDENT_MAIN_BLOCK,
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RENDER_LOG_INDENT_BLOCK,
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RENDER_LOG_INDENT_TEST
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};
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// using this macro avoids printf parameter overhead if the renderlog isn't active
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#define RENDERLOG_PRINTF( ... ) if ( renderLog.activeLevel ) renderLog.Printf( __VA_ARGS__ );
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#if !defined( STUB_RENDER_LOG )
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/*
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================================================
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idRenderLog contains block-based performance-tuning information. It combines
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logfile, and msec accumulation code.
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================================================
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*/
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class idRenderLog
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{
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public:
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idRenderLog();
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void StartFrame();
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void EndFrame();
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void Close();
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int Active()
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{
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return activeLevel; // returns greater than 1 for more detailed logging
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}
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// The label must be a constant string literal and may not point to a temporary.
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void OpenMainBlock( renderLogMainBlock_t block );
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void CloseMainBlock();
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void OpenBlock( const char* label );
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void CloseBlock();
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void Indent( renderLogIndentLabel_t label = RENDER_LOG_INDENT_DEFAULT );
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void Outdent( renderLogIndentLabel_t label = RENDER_LOG_INDENT_DEFAULT );
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void Printf( VERIFY_FORMAT_STRING const char* fmt, ... );
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static const int MAX_LOG_LEVELS = 20;
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int activeLevel;
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renderLogIndentLabel_t indentLabel[MAX_LOG_LEVELS];
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char indentString[MAX_LOG_LEVELS * 4];
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int indentLevel;
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const char* lastLabel;
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renderLogMainBlock_t lastMainBlock;
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// idFile* logFile;
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struct logStats_t
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{
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uint64 startTiming;
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int startDraws;
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int startIndexes;
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};
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uint64 frameStartTime;
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uint64 closeBlockTime;
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logStats_t logStats[MAX_LOG_LEVELS];
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int logLevel;
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void LogOpenBlock( renderLogIndentLabel_t label, const char* fmt, ... );
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void LogCloseBlock( renderLogIndentLabel_t label );
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};
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/*
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========================
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idRenderLog::Indent
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========================
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*/
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ID_INLINE void idRenderLog::Indent( renderLogIndentLabel_t label )
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{
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//if( logFile != NULL )
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if( r_logFile.GetInteger() != 0 )
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{
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indentLabel[indentLevel] = label;
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indentLevel++;
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for( int i = 4; i > 0; i-- )
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{
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indentString[indentLevel * 4 - i] = ' ';
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}
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indentString[indentLevel * 4] = '\0';
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}
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}
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/*
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========================
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idRenderLog::Outdent
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========================
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*/
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ID_INLINE void idRenderLog::Outdent( renderLogIndentLabel_t label )
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{
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//if( logFile != NULL && indentLevel > 0 )
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if( r_logFile.GetInteger() != 0 && indentLevel > 0 )
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{
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indentLevel--;
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assert( indentLabel[indentLevel] == label ); // indent and outdent out of sync ?
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indentString[indentLevel * 4] = '\0';
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}
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}
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#else // !STUB_RENDER_LOG
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/*
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================================================
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idRenderLog stubbed version for the SPUs and high
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performance rendering in retail builds.
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================================================
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*/
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class idRenderLog
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{
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public:
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idRenderLog() {}
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void StartFrame() {}
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void EndFrame() {}
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void Close() {}
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int Active()
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{
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return 0;
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}
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void OpenBlock( const char* label );
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void CloseBlock();
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void OpenMainBlock( renderLogMainBlock_t block ) {}
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void CloseMainBlock() {}
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void Indent( renderLogIndentLabel_t label = RENDER_LOG_INDENT_DEFAULT ) {}
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void Outdent( renderLogIndentLabel_t label = RENDER_LOG_INDENT_DEFAULT ) {}
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void Printf( VERIFY_FORMAT_STRING const char* fmt, ... ) {}
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int activeLevel;
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};
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#endif // !STUB_RENDER_LOG
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extern idRenderLog renderLog;
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#endif // !__RENDERLOG_H__
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