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- added a bit of profiling code to the multithreaded parts of the renderer.
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parent
01a0af8ad1
commit
790b121195
3 changed files with 14 additions and 4 deletions
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@ -96,6 +96,7 @@ void HWDrawInfo::WorkerThread()
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{
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sector_t fakefront, fakeback, *front, *back;
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WTTotal.Clock();
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isWorkerThread = true; // for adding asserts in GL API code. The worker thread may never call any GL API.
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while (true)
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{
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@ -118,7 +119,7 @@ void HWDrawInfo::WorkerThread()
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else switch (job->type)
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{
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case RenderJob::TerminateJob:
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PreparePlayerSprites(Viewpoint.sector, in_area);
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WTTotal.Unclock();
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return;
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case RenderJob::WallJob:
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@ -727,7 +728,10 @@ void HWDrawInfo::RenderBSP(void *node)
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jobQueue.AddJob(RenderJob::TerminateJob, nullptr, nullptr);
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Bsp.Unclock();
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MTWait.Clock();
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future.wait();
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jobQueue.ReleaseAll();
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MTWait.Unclock();
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PreparePlayerSprites(Viewpoint.sector, in_area);
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}
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@ -51,6 +51,7 @@ glcycle_t RenderAll;
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glcycle_t Dirty;
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glcycle_t drawcalls;
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glcycle_t twoD, Flush3D;
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glcycle_t MTWait, WTTotal;
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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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@ -73,6 +74,8 @@ void ResetProfilingData()
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RenderSprite.Reset();
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SetupSprite.Reset();
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drawcalls.Reset();
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MTWait.Reset();
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WTTotal.Reset();
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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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@ -87,20 +90,22 @@ void ResetProfilingData()
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static void AppendRenderTimes(FString &str)
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{
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double setupwall = SetupWall.TimeMS();
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double clipwall = ClipWall.TimeMS() - SetupWall.TimeMS();
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double bsp = Bsp.TimeMS() - ClipWall.TimeMS() - SetupFlat.TimeMS() - SetupSprite.TimeMS();
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double clipwall = ClipWall.TimeMS();
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double bsp = Bsp.TimeMS() - ClipWall.TimeMS();
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str.AppendFormat("BSP = %2.3f, Clip=%2.3f\n"
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"W: 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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"2D: %2.3f Finish3D: %2.3f\n"
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"Main thread total=%2.3f, Main thread waiting=%2.3f Worker thread total=%2.3f, Worker thread waiting=%2.3f\n"
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"All=%2.3f, Render=%2.3f, Setup=%2.3f, Portal=%2.3f, Drawcalls=%2.3f, Postprocess=%2.3f, Finish=%2.3f\n",
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bsp, clipwall,
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RenderWall.TimeMS(), setupwall,
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RenderFlat.TimeMS(), SetupFlat.TimeMS(),
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RenderSprite.TimeMS(), SetupSprite.TimeMS(),
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twoD.TimeMS(), Flush3D.TimeMS() - twoD.TimeMS(),
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MTWait.TimeMS() + Bsp.TimeMS(), MTWait.TimeMS(), WTTotal.TimeMS(), WTTotal.TimeMS() - setupwall - SetupFlat.TimeMS() - SetupSprite.TimeMS(),
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All.TimeMS() + Finish.TimeMS(), RenderAll.TimeMS(), ProcessAll.TimeMS(), PortalAll.TimeMS(), drawcalls.TimeMS(), PostProcess.TimeMS(), Finish.TimeMS());
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}
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@ -13,6 +13,7 @@ extern glcycle_t ProcessAll, PostProcess;
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extern glcycle_t RenderAll;
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extern glcycle_t Dirty;
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extern glcycle_t drawcalls, twoD, Flush3D;
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extern glcycle_t MTWait, WTTotal;
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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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