- fixed portal benchmarking and added separate output for 2D and finishing the main scene.

This commit is contained in:
Christoph Oelckers 2018-05-13 09:48:19 +02:00
parent 8a6ae503be
commit 8f96729e06
6 changed files with 53 additions and 22 deletions

View file

@ -36,6 +36,7 @@
#include "d_player.h"
#include "a_dynlight.h"
#include "swrenderer/r_swscene.h"
#include "hwrenderer/utility/hw_clock.h"
#include "gl/system/gl_interface.h"
#include "gl/system/gl_framebuffer.h"
@ -463,6 +464,7 @@ CVAR(Bool, gl_aalines, false, CVAR_ARCHIVE)
void FGLRenderer::Draw2D(F2DDrawer *drawer)
{
twoD.Clock();
if (buffersActive)
{
mBuffers->BindCurrentFB();
@ -491,7 +493,11 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
auto &indices = drawer->mIndices;
auto &commands = drawer->mData;
if (commands.Size() == 0) return;
if (commands.Size() == 0)
{
twoD.Unclock();
return;
}
for (auto &v : vertices)
{
@ -633,4 +639,5 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
gl_RenderState.ResetColor();
gl_RenderState.Apply();
delete vb;
twoD.Unclock();
}

View file

@ -163,12 +163,11 @@ void GLPortal::DrawPortalStencil()
bool GLPortal::Start(bool usestencil, bool doquery)
{
rendered_portals++;
// PortalAll.Clock();
Clocker c(PortalAll);
if (usestencil)
{
if (!gl_portals)
{
// PortalAll.Unclock();
return false;
}
@ -226,7 +225,6 @@ bool GLPortal::Start(bool usestencil, bool doquery)
// restore default stencil op.
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, recursion, ~0); // draw sky into stencil
PortalAll.Unclock();
return false;
}
}
@ -285,7 +283,6 @@ bool GLPortal::Start(bool usestencil, bool doquery)
GLRenderer->mCurrentPortal = this;
if (PrevPortal != NULL) PrevPortal->PushState();
// PortalAll.Unclock();
return true;
}
@ -326,7 +323,7 @@ void GLPortal::End(bool usestencil)
{
bool needdepth = NeedDepthBuffer();
PortalAll.Clock();
Clocker c(PortalAll);
if (PrevPortal != NULL) PrevPortal->PopState();
GLRenderer->mCurrentPortal = PrevPortal;
GLRenderer->mClipPortal = PrevClipPortal;
@ -425,7 +422,6 @@ void GLPortal::End(bool usestencil)
}
glDepthFunc(GL_LESS);
}
PortalAll.Unclock();
}
@ -1151,7 +1147,7 @@ GLHorizonPortal::GLHorizonPortal(GLHorizonInfo * pt, bool local)
//-----------------------------------------------------------------------------
void GLHorizonPortal::DrawContents()
{
PortalAll.Clock();
Clocker c(PortalAll);
FMaterial * gltexture;
PalEntry color;
@ -1162,7 +1158,6 @@ void GLHorizonPortal::DrawContents()
if (!gltexture)
{
ClearScreen();
PortalAll.Unclock();
return;
}
gl_RenderState.SetCameraPos(r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z);
@ -1198,8 +1193,6 @@ void GLHorizonPortal::DrawContents()
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, voffset + vcount, 10);
gl_RenderState.EnableTextureMatrix(false);
PortalAll.Unclock();
}
@ -1225,7 +1218,6 @@ void GLHorizonPortal::DrawContents()
void GLEEHorizonPortal::DrawContents()
{
PortalAll.Clock();
sector_t *sector = portal->mOrigin;
if (sector->GetTexture(sector_t::floor) == skyflatnum ||
sector->GetTexture(sector_t::ceiling) == skyflatnum)
@ -1263,9 +1255,6 @@ void GLEEHorizonPortal::DrawContents()
GLHorizonPortal floor(&horz, true);
floor.DrawContents();
}
}
void GLPortal::Initialize()

View file

@ -149,8 +149,13 @@ void OpenGLFrameBuffer::InitializeState()
void OpenGLFrameBuffer::Update()
{
twoD.Reset();
Flush3D.Reset();
DrawRateStuff();
Flush3D.Clock();
GLRenderer->Flush();
Flush3D.Unclock();
Swap();
CheckBench();
@ -244,7 +249,7 @@ uint32_t OpenGLFrameBuffer::GetCaps()
// legacy mode always has truecolor because palette tonemap is not available
FlagSet |= RFF_TRUECOLOR;
}
else if (!(FGLRenderBuffers::IsEnabled()))
else if (!RenderBuffersEnabled())
{
// truecolor is always available when renderbuffers are unavailable because palette tonemap is not possible
FlagSet |= RFF_TRUECOLOR | RFF_MATSHADER | RFF_BRIGHTMAP;

View file

@ -50,6 +50,7 @@ glcycle_t ProcessAll;
glcycle_t RenderAll;
glcycle_t Dirty;
glcycle_t drawcalls;
glcycle_t twoD, Flush3D;
int vertexcount, flatvertices, flatprimitives;
int rendered_lines,rendered_flats,rendered_sprites,render_vertexsplit,render_texsplit,rendered_decals, rendered_portals;
@ -88,13 +89,18 @@ static void AppendRenderTimes(FString &str)
double clipwall = ClipWall.TimeMS() - SetupWall.TimeMS();
double bsp = Bsp.TimeMS() - ClipWall.TimeMS() - SetupFlat.TimeMS() - SetupSprite.TimeMS();
str.AppendFormat("W: Render=%2.3f, Setup=%2.3f, Clip=%2.3f\n"
str.AppendFormat("BSP = %2.3f, Clip=%2.3f\n"
"W: Render=%2.3f, Setup=%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, Drawcalls=%2.3f, Finish=%2.3f\n",
RenderWall.TimeMS(), setupwall, clipwall, RenderFlat.TimeMS(), SetupFlat.TimeMS(),
RenderSprite.TimeMS(), SetupSprite.TimeMS(), All.TimeMS() + Finish.TimeMS(), RenderAll.TimeMS(),
ProcessAll.TimeMS(), bsp, PortalAll.TimeMS(), drawcalls.TimeMS(), Finish.TimeMS());
"2D: %2.3f Finish3D: %2.3f\n"
"All=%2.3f, Render=%2.3f, Setup=%2.3f, Portal=%2.3f, Drawcalls=%2.3f, Finish=%2.3f\n",
bsp, clipwall,
RenderWall.TimeMS(), setupwall,
RenderFlat.TimeMS(), SetupFlat.TimeMS(),
RenderSprite.TimeMS(), SetupSprite.TimeMS(),
twoD.TimeMS(), Flush3D.TimeMS() - twoD.TimeMS(),
All.TimeMS() + Finish.TimeMS(), RenderAll.TimeMS(), ProcessAll.TimeMS(), PortalAll.TimeMS(), drawcalls.TimeMS(), Finish.TimeMS());
}
static void AppendRenderStats(FString &out)

View file

@ -12,7 +12,7 @@ extern glcycle_t All, Finish, PortalAll, Bsp;
extern glcycle_t ProcessAll;
extern glcycle_t RenderAll;
extern glcycle_t Dirty;
extern glcycle_t drawcalls;
extern glcycle_t drawcalls, twoD, Flush3D;
extern int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
extern int rendered_lines,rendered_flats,rendered_sprites,rendered_decals,render_vertexsplit,render_texsplit;

View file

@ -212,6 +212,30 @@ public:
}
};
// Helper for code that uses a timer and has multiple exit points.
class Clocker
{
public:
explicit Clocker(glcycle_t& clck)
: clock(clck)
{
clock.Clock();
}
~Clocker()
{ // unlock
clock.Unclock();
}
Clocker(const Clocker&) = delete;
Clocker& operator=(const Clocker&) = delete;
private:
glcycle_t & clock;
};
class FStat
{
public: