mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-20 11:11:34 +00:00
222 lines
6.2 KiB
C++
222 lines
6.2 KiB
C++
|
#ifdef WIN32
|
||
|
#define WIN32_LEAN_AND_MEAN
|
||
|
#include <windows.h>
|
||
|
#include <intrin.h>
|
||
|
|
||
|
#define USE_WINDOWS_DWORD
|
||
|
#endif
|
||
|
|
||
|
#include "i_system.h"
|
||
|
#include "g_level.h"
|
||
|
#include "c_console.h"
|
||
|
#include "c_dispatch.h"
|
||
|
#include "r_utility.h"
|
||
|
#include "v_video.h"
|
||
|
#include "gl/utility/gl_clock.h"
|
||
|
#include "gl/utility/gl_convert.h"
|
||
|
|
||
|
|
||
|
glcycle_t RenderWall,SetupWall,ClipWall,SplitWall;
|
||
|
glcycle_t RenderFlat,SetupFlat;
|
||
|
glcycle_t RenderSprite,SetupSprite;
|
||
|
glcycle_t All, Finish, PortalAll, Bsp;
|
||
|
glcycle_t ProcessAll;
|
||
|
glcycle_t RenderAll;
|
||
|
glcycle_t Dirty;
|
||
|
int vertexcount, flatvertices, flatprimitives;
|
||
|
|
||
|
int rendered_lines,rendered_flats,rendered_sprites,render_vertexsplit,render_texsplit,rendered_decals, rendered_portals;
|
||
|
int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
|
||
|
|
||
|
double gl_SecondsPerCycle = 1e-8;
|
||
|
double gl_MillisecPerCycle = 1e-5; // 100 MHz
|
||
|
|
||
|
// For GL timing the performance counter is far too costly so we still need RDTSC
|
||
|
// even though it may not be perfect.
|
||
|
|
||
|
void gl_CalculateCPUSpeed ()
|
||
|
{
|
||
|
#ifdef WIN32
|
||
|
LARGE_INTEGER freq;
|
||
|
|
||
|
QueryPerformanceFrequency (&freq);
|
||
|
|
||
|
if (freq.QuadPart != 0)
|
||
|
{
|
||
|
LARGE_INTEGER count1, count2;
|
||
|
unsigned minDiff;
|
||
|
long long ClockCalibration = 0;
|
||
|
|
||
|
// Count cycles for at least 55 milliseconds.
|
||
|
// The performance counter is very low resolution compared to CPU
|
||
|
// speeds today, so the longer we count, the more accurate our estimate.
|
||
|
// On the other hand, we don't want to count too long, because we don't
|
||
|
// want the user to notice us spend time here, since most users will
|
||
|
// probably never use the performance statistics.
|
||
|
minDiff = freq.LowPart * 11 / 200;
|
||
|
|
||
|
// Minimize the chance of task switching during the testing by going very
|
||
|
// high priority. This is another reason to avoid timing for too long.
|
||
|
SetPriorityClass (GetCurrentProcess (), REALTIME_PRIORITY_CLASS);
|
||
|
SetThreadPriority (GetCurrentThread (), THREAD_PRIORITY_TIME_CRITICAL);
|
||
|
ClockCalibration = __rdtsc();
|
||
|
QueryPerformanceCounter (&count1);
|
||
|
do
|
||
|
{
|
||
|
QueryPerformanceCounter (&count2);
|
||
|
} while ((DWORD)((unsigned __int64)count2.QuadPart - (unsigned __int64)count1.QuadPart) < minDiff);
|
||
|
ClockCalibration = __rdtsc() - ClockCalibration;
|
||
|
QueryPerformanceCounter (&count2);
|
||
|
SetPriorityClass (GetCurrentProcess (), NORMAL_PRIORITY_CLASS);
|
||
|
SetThreadPriority (GetCurrentThread (), THREAD_PRIORITY_NORMAL);
|
||
|
|
||
|
double CyclesPerSecond = (double)ClockCalibration *
|
||
|
(double)freq.QuadPart /
|
||
|
(double)((__int64)count2.QuadPart - (__int64)count1.QuadPart);
|
||
|
gl_SecondsPerCycle = 1.0 / CyclesPerSecond;
|
||
|
gl_MillisecPerCycle = 1000.0 / CyclesPerSecond;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
void ResetProfilingData()
|
||
|
{
|
||
|
All.Reset();
|
||
|
All.Clock();
|
||
|
Bsp.Reset();
|
||
|
PortalAll.Reset();
|
||
|
RenderAll.Reset();
|
||
|
ProcessAll.Reset();
|
||
|
RenderWall.Reset();
|
||
|
SetupWall.Reset();
|
||
|
SplitWall.Reset();
|
||
|
ClipWall.Reset();
|
||
|
RenderFlat.Reset();
|
||
|
SetupFlat.Reset();
|
||
|
RenderSprite.Reset();
|
||
|
SetupSprite.Reset();
|
||
|
|
||
|
flatvertices=flatprimitives=vertexcount=0;
|
||
|
render_texsplit=render_vertexsplit=rendered_lines=rendered_flats=rendered_sprites=rendered_decals=rendered_portals = 0;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// Rendering statistics
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
static void AppendRenderTimes(FString &str)
|
||
|
{
|
||
|
double setupwall = SetupWall.TimeMS() - SplitWall.TimeMS();
|
||
|
double clipwall = ClipWall.TimeMS() - SetupWall.TimeMS();
|
||
|
double bsp = Bsp.TimeMS() - ClipWall.TimeMS() - SetupFlat.TimeMS() - SetupSprite.TimeMS();
|
||
|
|
||
|
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",
|
||
|
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());
|
||
|
}
|
||
|
|
||
|
static void AppendRenderStats(FString &out)
|
||
|
{
|
||
|
out.AppendFormat("Walls: %d (%d splits, %d t-splits, %d vertices)\n"
|
||
|
"Flats: %d (%d primitives, %d vertices)\n"
|
||
|
"Sprites: %d, Decals=%d, Portals: %d\n",
|
||
|
rendered_lines, render_vertexsplit, render_texsplit, vertexcount, rendered_flats, flatprimitives, flatvertices, rendered_sprites,rendered_decals, rendered_portals );
|
||
|
}
|
||
|
|
||
|
static void AppendLightStats(FString &out)
|
||
|
{
|
||
|
out.AppendFormat("DLight - Walls: %d processed, %d rendered - Flats: %d processed, %d rendered\n",
|
||
|
iter_dlight, draw_dlight, iter_dlightf, draw_dlightf );
|
||
|
}
|
||
|
|
||
|
ADD_STAT(rendertimes)
|
||
|
{
|
||
|
static FString buff;
|
||
|
static int lasttime=0;
|
||
|
int t=I_FPSTime();
|
||
|
if (t-lasttime>1000)
|
||
|
{
|
||
|
buff.Truncate(0);
|
||
|
AppendRenderTimes(buff);
|
||
|
lasttime=t;
|
||
|
}
|
||
|
return buff;
|
||
|
}
|
||
|
|
||
|
ADD_STAT(renderstats)
|
||
|
{
|
||
|
FString out;
|
||
|
AppendRenderStats(out);
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
ADD_STAT(lightstats)
|
||
|
{
|
||
|
FString out;
|
||
|
AppendLightStats(out);
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
void AppendMissingTextureStats(FString &out);
|
||
|
|
||
|
|
||
|
static int printstats;
|
||
|
static bool switchfps;
|
||
|
static unsigned int waitstart;
|
||
|
EXTERN_CVAR(Bool, vid_fps)
|
||
|
|
||
|
void CheckBench()
|
||
|
{
|
||
|
if (printstats && ConsoleState == c_up)
|
||
|
{
|
||
|
// if we started the FPS counter ourselves or ran from the console
|
||
|
// we need to wait for it to stabilize before using it.
|
||
|
if (waitstart > 0 && I_MSTime() < waitstart + 5000) return;
|
||
|
|
||
|
FString compose;
|
||
|
|
||
|
compose.Format("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n",
|
||
|
level.mapname, level.LevelName.GetChars(), FIXED2FLOAT(viewx), FIXED2FLOAT(viewy), FIXED2FLOAT(viewz),
|
||
|
ANGLE_TO_FLOAT(viewangle), ANGLE_TO_FLOAT(viewpitch));
|
||
|
|
||
|
AppendRenderStats(compose);
|
||
|
AppendRenderTimes(compose);
|
||
|
AppendLightStats(compose);
|
||
|
AppendMissingTextureStats(compose);
|
||
|
compose.AppendFormat("%d fps\n\n", screen->GetLastFPS());
|
||
|
|
||
|
FILE *f = fopen("benchmarks.txt", "at");
|
||
|
if (f != NULL)
|
||
|
{
|
||
|
fputs(compose.GetChars(), f);
|
||
|
fclose(f);
|
||
|
}
|
||
|
Printf("Benchmark info saved\n");
|
||
|
if (switchfps) vid_fps = false;
|
||
|
printstats = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CCMD(bench)
|
||
|
{
|
||
|
printstats = true;
|
||
|
if (vid_fps == 0)
|
||
|
{
|
||
|
vid_fps = 1;
|
||
|
waitstart = I_MSTime();
|
||
|
switchfps = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (ConsoleState == c_up) waitstart = I_MSTime();
|
||
|
switchfps = false;
|
||
|
}
|
||
|
C_HideConsole ();
|
||
|
}
|