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- Add stat shadowmap to get performance for the upload part of the shadow maps
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1 changed files with 26 additions and 0 deletions
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@ -33,6 +33,7 @@
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#include "gl/shaders/gl_shadowmapshader.h"
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#include "gl/shaders/gl_shadowmapshader.h"
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#include "r_state.h"
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#include "r_state.h"
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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#include "stats.h"
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/*
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/*
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The 1D shadow maps are stored in a 1024x1024 texture as float depth values (R32F).
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The 1D shadow maps are stored in a 1024x1024 texture as float depth values (R32F).
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@ -67,11 +68,31 @@
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as on the CPU, except everything uses indexes as pointers are not allowed in GLSL.
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as on the CPU, except everything uses indexes as pointers are not allowed in GLSL.
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*/
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*/
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namespace
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{
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cycle_t UpdateCycles;
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int LightsProcessed;
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int LightsShadowmapped;
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}
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ADD_STAT(shadowmap)
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{
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FString out;
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out.Format("upload=%04.2f ms lights=%d shadowmapped=%d", UpdateCycles.TimeMS(), LightsProcessed, LightsShadowmapped);
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return out;
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}
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void FShadowMap::Update()
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void FShadowMap::Update()
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{
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{
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UpdateCycles.Reset();
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LightsProcessed = 0;
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LightsShadowmapped = 0;
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if (!IsEnabled())
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if (!IsEnabled())
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return;
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return;
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UpdateCycles.Clock();
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UploadAABBTree();
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UploadAABBTree();
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UploadLights();
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UploadLights();
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@ -98,6 +119,8 @@ void FShadowMap::Update()
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GLRenderer->mBuffers->BindShadowMapTexture(16);
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GLRenderer->mBuffers->BindShadowMapTexture(16);
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FGLDebug::PopGroup();
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FGLDebug::PopGroup();
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UpdateCycles.Unclock();
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}
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}
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bool FShadowMap::ShadowTest(ADynamicLight *light, const DVector3 &pos)
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bool FShadowMap::ShadowTest(ADynamicLight *light, const DVector3 &pos)
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@ -133,8 +156,11 @@ void FShadowMap::UploadLights()
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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while (auto light = it.Next())
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while (auto light = it.Next())
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{
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{
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LightsProcessed++;
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if (light->shadowmapped)
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if (light->shadowmapped)
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{
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{
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LightsShadowmapped++;
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mLightToShadowmap[light] = lightindex >> 2;
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mLightToShadowmap[light] = lightindex >> 2;
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mLights[lightindex] = light->X();
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mLights[lightindex] = light->X();
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