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- added benchmarking calls for glDrawArrays to see how well issunig draw calls performs on different hardware.
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parent
0ce6b40672
commit
5b302ed3a6
5 changed files with 15 additions and 6 deletions
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@ -2,6 +2,7 @@
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#define __VERTEXBUFFER_H
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#define __VERTEXBUFFER_H
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#include "tarray.h"
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#include "tarray.h"
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#include "gl/utility/gl_clock.h"
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struct vertex_t;
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struct vertex_t;
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struct secplane_t;
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struct secplane_t;
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@ -74,11 +75,15 @@ public:
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return diff;
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return diff;
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}
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}
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#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.
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#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.
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void RenderCurrent(FFlatVertex *newptr, unsigned int primtype)
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void RenderCurrent(FFlatVertex *newptr, unsigned int primtype, unsigned int *poffset = NULL, unsigned int *pcount = NULL)
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{
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{
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unsigned int offset;
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unsigned int offset;
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unsigned int count = GetCount(newptr, &offset);
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unsigned int count = GetCount(newptr, &offset);
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drawcalls.Clock();
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glDrawArrays(primtype, offset, count);
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glDrawArrays(primtype, offset, count);
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drawcalls.Unclock();
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if (poffset) *poffset = offset;
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if (pcount) *pcount = count;
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}
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}
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#endif
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#endif
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void Reset()
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void Reset()
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@ -135,7 +140,7 @@ private:
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void SkyVertex(int r, int c, bool yflip);
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void SkyVertex(int r, int c, bool yflip);
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void CreateSkyHemisphere(int hemi);
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void CreateSkyHemisphere(int hemi);
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void CreateDome();
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void CreateDome();
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void RenderRow(int prim, int row, bool color);
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void RenderRow(int prim, int row);
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public:
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public:
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@ -332,7 +332,9 @@ void GLFlat::DrawSubsectors(int pass, bool istrans)
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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{
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if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, sub);
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if (pass == GLPASS_ALL) lightsapplied = SetupSubsectorLights(lightsapplied, sub);
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drawcalls.Clock();
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glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
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glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
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drawcalls.Unclock();
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flatvertices += sub->numlines;
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flatvertices += sub->numlines;
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flatprimitives++;
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flatprimitives++;
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}
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}
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@ -300,8 +300,7 @@ void GLSprite::Draw(int pass)
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ptr++;
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ptr++;
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ptr->Set(v4[0], v4[1], v4[2], ur, vb);
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ptr->Set(v4[0], v4[1], v4[2], ur, vb);
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ptr++;
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ptr++;
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count = GLRenderer->mVBO->GetCount(ptr, &offset);
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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glDrawArrays(GL_TRIANGLE_STRIP, offset, count);
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}
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}
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if (foglayer)
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if (foglayer)
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@ -23,6 +23,7 @@ glcycle_t All, Finish, PortalAll, Bsp;
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glcycle_t ProcessAll;
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glcycle_t ProcessAll;
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glcycle_t RenderAll;
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glcycle_t RenderAll;
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glcycle_t Dirty;
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glcycle_t Dirty;
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glcycle_t drawcalls;
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int vertexcount, flatvertices, flatprimitives;
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int vertexcount, flatvertices, flatprimitives;
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int rendered_lines,rendered_flats,rendered_sprites,render_vertexsplit,render_texsplit,rendered_decals, rendered_portals;
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int rendered_lines,rendered_flats,rendered_sprites,render_vertexsplit,render_texsplit,rendered_decals, rendered_portals;
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@ -96,6 +97,7 @@ void ResetProfilingData()
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SetupFlat.Reset();
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SetupFlat.Reset();
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RenderSprite.Reset();
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RenderSprite.Reset();
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SetupSprite.Reset();
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SetupSprite.Reset();
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drawcalls.Reset();
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flatvertices=flatprimitives=vertexcount=0;
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flatvertices=flatprimitives=vertexcount=0;
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render_texsplit=render_vertexsplit=rendered_lines=rendered_flats=rendered_sprites=rendered_decals=rendered_portals = 0;
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render_texsplit=render_vertexsplit=rendered_lines=rendered_flats=rendered_sprites=rendered_decals=rendered_portals = 0;
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@ -116,10 +118,10 @@ static void AppendRenderTimes(FString &str)
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str.AppendFormat("W: Render=%2.3f, Split = %2.3f, Setup=%2.3f, Clip=%2.3f\n"
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str.AppendFormat("W: Render=%2.3f, Split = %2.3f, Setup=%2.3f, Clip=%2.3f\n"
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"F: Render=%2.3f, Setup=%2.3f\n"
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"F: Render=%2.3f, Setup=%2.3f\n"
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"S: Render=%2.3f, Setup=%2.3f\n"
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"S: Render=%2.3f, Setup=%2.3f\n"
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"All=%2.3f, Render=%2.3f, Setup=%2.3f, BSP = %2.3f, Portal=%2.3f, Finish=%2.3f\n",
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"All=%2.3f, Render=%2.3f, Setup=%2.3f, BSP = %2.3f, Portal=%2.3f, Drawcalls=%2.3f, Finish=%2.3f\n",
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RenderWall.TimeMS(), SplitWall.TimeMS(), setupwall, clipwall, RenderFlat.TimeMS(), SetupFlat.TimeMS(),
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RenderWall.TimeMS(), SplitWall.TimeMS(), setupwall, clipwall, RenderFlat.TimeMS(), SetupFlat.TimeMS(),
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RenderSprite.TimeMS(), SetupSprite.TimeMS(), All.TimeMS() + Finish.TimeMS(), RenderAll.TimeMS(),
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RenderSprite.TimeMS(), SetupSprite.TimeMS(), All.TimeMS() + Finish.TimeMS(), RenderAll.TimeMS(),
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ProcessAll.TimeMS(), bsp, PortalAll.TimeMS(), Finish.TimeMS());
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ProcessAll.TimeMS(), bsp, PortalAll.TimeMS(), drawcalls.TimeMS(), Finish.TimeMS());
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}
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}
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static void AppendRenderStats(FString &out)
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static void AppendRenderStats(FString &out)
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@ -108,6 +108,7 @@ extern glcycle_t All, Finish, PortalAll, Bsp;
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extern glcycle_t ProcessAll;
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extern glcycle_t ProcessAll;
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extern glcycle_t RenderAll;
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extern glcycle_t RenderAll;
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extern glcycle_t Dirty;
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extern glcycle_t Dirty;
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extern glcycle_t drawcalls;
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extern int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
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extern int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
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extern int rendered_lines,rendered_flats,rendered_sprites,rendered_decals,render_vertexsplit,render_texsplit;
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extern int rendered_lines,rendered_flats,rendered_sprites,rendered_decals,render_vertexsplit,render_texsplit;
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