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https://github.com/ZDoom/gzdoom.git
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- found out that reading the CPU's real time clock costs a not insignificant amount of time so this is now only done when either the benchmark command is running or the rendertimes are shown.
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49ec7beb8f
commit
6a3cd6378a
4 changed files with 32 additions and 18 deletions
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@ -351,11 +351,11 @@ void FGLRenderer::RenderScene(int recursion)
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if (mLightCount > 0 && gl_fixedcolormap == CM_DEFAULT && gl_lights && !(gl.flags & RFL_BUFFER_STORAGE))
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{
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GLRenderer->mLights->Begin();
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY);
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GLRenderer->mLights->Finish();
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@ -379,8 +379,8 @@ void FGLRenderer::RenderScene(int recursion)
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gl_RenderState.EnableTexture(gl_texture);
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gl_RenderState.EnableBrightmap(true);
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].Draw(pass);
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].Draw(pass);
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].DrawWalls(pass);
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gl_drawinfo->drawlists[GLDL_PLAINFLATS].DrawFlats(pass);
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// Part 2: masked geometry. This is set up so that only pixels with alpha>gl_mask_threshold will show
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@ -390,15 +390,15 @@ void FGLRenderer::RenderScene(int recursion)
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gl_RenderState.SetTextureMode(TM_MASK);
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}
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].Draw(pass);
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].Draw(pass);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLS].DrawWalls(pass);
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(pass);
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// Part 3: masked geometry with polygon offset. This list is empty most of the time so only waste time on it when in use.
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if (gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Size() > 0)
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].Draw(pass);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(pass);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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}
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@ -413,10 +413,8 @@ void FGLRenderer::RenderScene(int recursion)
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glPolygonOffset(-1.0f, -128.0f);
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glDepthMask(false);
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for(int i=0; i<GLDL_TRANSLUCENT; i++)
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{
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gl_drawinfo->drawlists[i].Draw(GLPASS_DECALS);
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}
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// this is the only geometry type on which decals can possibly appear
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gl_drawinfo->drawlists[GLDL_PLAINWALLS].Draw(GLPASS_DECALS);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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@ -439,8 +437,8 @@ void FGLRenderer::RenderScene(int recursion)
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glPolygonOffset(0.0f, 0.0f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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RenderAll.Unclock();
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}
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//-----------------------------------------------------------------------------
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@ -821,6 +819,7 @@ void FGLRenderer::RenderView (player_t* player)
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OpenGLFrameBuffer* GLTarget = static_cast<OpenGLFrameBuffer*>(screen);
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AActor *&LastCamera = GLTarget->LastCamera;
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checkBenchActive();
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if (player->camera != LastCamera)
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{
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// If the camera changed don't interpolate
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@ -221,4 +221,13 @@ CCMD(bench)
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switchfps = false;
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}
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C_HideConsole ();
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}
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}
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bool gl_benching = false;
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void checkBenchActive()
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{
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FStat *stat = FStat::FindStat("rendertimes");
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gl_benching = ((stat != NULL && stat->isActive()) || printstats);
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}
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@ -9,6 +9,7 @@
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extern double gl_SecondsPerCycle;
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extern double gl_MillisecPerCycle;
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extern bool gl_benching;
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__forceinline long long GetClockCycle ()
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@ -75,13 +76,13 @@ public:
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// Not using QueryPerformanceCounter directly, so we don't need
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// to pull in the Windows headers for every single file that
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// wants to do some profiling.
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long long time = GetClockCycle();
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long long time = (gl_benching? GetClockCycle() : 0);
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Counter -= time;
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}
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__forceinline void Unclock()
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{
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long long time = GetClockCycle();
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long long time = (gl_benching? GetClockCycle() : 0);
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Counter += time;
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}
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@ -118,6 +119,7 @@ extern int vertexcount, flatvertices, flatprimitives;
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void ResetProfilingData();
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void CheckBench();
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void checkBenchActive();
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#endif
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@ -267,6 +267,10 @@ public:
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virtual FString GetStats () = 0;
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void ToggleStat ();
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bool isActive() const
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{
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return m_Active;
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}
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static void PrintStat ();
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static FStat *FindStat (const char *name);
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