- added benchmarking calls for glDrawArrays to see how well issunig draw calls performs on different hardware.

This commit is contained in:
Christoph Oelckers 2014-06-14 15:16:33 +02:00
parent 0ce6b40672
commit 5b302ed3a6
5 changed files with 15 additions and 6 deletions

View File

@ -2,6 +2,7 @@
#define __VERTEXBUFFER_H
#include "tarray.h"
#include "gl/utility/gl_clock.h"
struct vertex_t;
struct secplane_t;
@ -74,11 +75,15 @@ public:
return diff;
}
#ifdef __GL_PCH_H // we need the system includes for this but we cannot include them ourselves without creating #define clashes. The affected files wouldn't try to draw anyway.
void RenderCurrent(FFlatVertex *newptr, unsigned int primtype)
void RenderCurrent(FFlatVertex *newptr, unsigned int primtype, unsigned int *poffset = NULL, unsigned int *pcount = NULL)
{
unsigned int offset;
unsigned int count = GetCount(newptr, &offset);
drawcalls.Clock();
glDrawArrays(primtype, offset, count);
drawcalls.Unclock();
if (poffset) *poffset = offset;
if (pcount) *pcount = count;
}
#endif
void Reset()
@ -135,7 +140,7 @@ private:
void SkyVertex(int r, int c, bool yflip);
void CreateSkyHemisphere(int hemi);
void CreateDome();
void RenderRow(int prim, int row, bool color);
void RenderRow(int prim, int row);
public:

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@ -332,7 +332,9 @@ void GLFlat::DrawSubsectors(int pass, bool istrans)
if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
{
if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, sub);
drawcalls.Clock();
glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
drawcalls.Unclock();
flatvertices += sub->numlines;
flatprimitives++;
}

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@ -300,8 +300,7 @@ void GLSprite::Draw(int pass)
ptr++;
ptr->Set(v4[0], v4[1], v4[2], ur, vb);
ptr++;
count = GLRenderer->mVBO->GetCount(ptr, &offset);
glDrawArrays(GL_TRIANGLE_STRIP, offset, count);
GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
}
if (foglayer)

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@ -23,6 +23,7 @@ glcycle_t All, Finish, PortalAll, Bsp;
glcycle_t ProcessAll;
glcycle_t RenderAll;
glcycle_t Dirty;
glcycle_t drawcalls;
int vertexcount, flatvertices, flatprimitives;
int rendered_lines,rendered_flats,rendered_sprites,render_vertexsplit,render_texsplit,rendered_decals, rendered_portals;
@ -96,6 +97,7 @@ void ResetProfilingData()
SetupFlat.Reset();
RenderSprite.Reset();
SetupSprite.Reset();
drawcalls.Reset();
flatvertices=flatprimitives=vertexcount=0;
render_texsplit=render_vertexsplit=rendered_lines=rendered_flats=rendered_sprites=rendered_decals=rendered_portals = 0;
@ -116,10 +118,10 @@ static void AppendRenderTimes(FString &str)
str.AppendFormat("W: Render=%2.3f, Split = %2.3f, Setup=%2.3f, Clip=%2.3f\n"
"F: Render=%2.3f, Setup=%2.3f\n"
"S: Render=%2.3f, Setup=%2.3f\n"
"All=%2.3f, Render=%2.3f, Setup=%2.3f, BSP = %2.3f, Portal=%2.3f, Finish=%2.3f\n",
"All=%2.3f, Render=%2.3f, Setup=%2.3f, BSP = %2.3f, Portal=%2.3f, Drawcalls=%2.3f, Finish=%2.3f\n",
RenderWall.TimeMS(), SplitWall.TimeMS(), setupwall, clipwall, RenderFlat.TimeMS(), SetupFlat.TimeMS(),
RenderSprite.TimeMS(), SetupSprite.TimeMS(), All.TimeMS() + Finish.TimeMS(), RenderAll.TimeMS(),
ProcessAll.TimeMS(), bsp, PortalAll.TimeMS(), Finish.TimeMS());
ProcessAll.TimeMS(), bsp, PortalAll.TimeMS(), drawcalls.TimeMS(), Finish.TimeMS());
}
static void AppendRenderStats(FString &out)

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@ -108,6 +108,7 @@ extern glcycle_t All, Finish, PortalAll, Bsp;
extern glcycle_t ProcessAll;
extern glcycle_t RenderAll;
extern glcycle_t Dirty;
extern glcycle_t drawcalls;
extern int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
extern int rendered_lines,rendered_flats,rendered_sprites,rendered_decals,render_vertexsplit,render_texsplit;