doom3-bfg/neo/renderer/RenderLog.h

203 lines
5.6 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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, va_list args );
void LogCloseBlock( renderLogIndentLabel_t label );
};
/*
========================
idRenderLog::Indent
========================
*/
ID_INLINE void idRenderLog::Indent( renderLogIndentLabel_t label )
{
if( logFile != NULL )
{
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 )
{
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__