/* ** ** Hardware render profiling info ** **--------------------------------------------------------------------------- ** Copyright 2007-2018 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "i_system.h" #include "g_level.h" #include "c_console.h" #include "c_dispatch.h" #include "r_utility.h" #include "v_video.h" #include "g_levellocals.h" #include "hw_clock.h" #include "i_time.h" glcycle_t RenderWall,SetupWall,ClipWall; glcycle_t RenderFlat,SetupFlat; glcycle_t RenderSprite,SetupSprite; glcycle_t All, Finish, PortalAll, Bsp; glcycle_t ProcessAll; glcycle_t RenderAll; glcycle_t Dirty; glcycle_t drawcalls; int vertexcount, flatvertices, flatprimitives; int rendered_lines,rendered_flats,rendered_sprites,render_vertexsplit,render_texsplit,rendered_decals, rendered_portals; int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf; void ResetProfilingData() { All.Reset(); All.Clock(); Bsp.Reset(); PortalAll.Reset(); RenderAll.Reset(); ProcessAll.Reset(); RenderWall.Reset(); SetupWall.Reset(); ClipWall.Reset(); RenderFlat.Reset(); SetupFlat.Reset(); RenderSprite.Reset(); SetupSprite.Reset(); drawcalls.Reset(); flatvertices=flatprimitives=vertexcount=0; render_texsplit=render_vertexsplit=rendered_lines=rendered_flats=rendered_sprites=rendered_decals=rendered_portals = 0; } //----------------------------------------------------------------------------- // // Rendering statistics // //----------------------------------------------------------------------------- static void AppendRenderTimes(FString &str) { double setupwall = SetupWall.TimeMS(); 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" "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()); } static void AppendRenderStats(FString &out) { out.AppendFormat("Walls: %d (%d splits, %d t-splits, %d vertices)\n" "Flats: %d (%d primitives, %d vertices)\n" "Sprites: %d, Decals=%d, Portals: %d\n", rendered_lines, render_vertexsplit, render_texsplit, vertexcount, rendered_flats, flatprimitives, flatvertices, rendered_sprites,rendered_decals, rendered_portals ); } static void AppendLightStats(FString &out) { out.AppendFormat("DLight - Walls: %d processed, %d rendered - Flats: %d processed, %d rendered\n", iter_dlight, draw_dlight, iter_dlightf, draw_dlightf ); } ADD_STAT(rendertimes) { static FString buff; static int64_t lasttime=0; int64_t t=I_msTime(); if (t-lasttime>1000) { buff.Truncate(0); AppendRenderTimes(buff); lasttime=t; } return buff; } ADD_STAT(renderstats) { FString out; AppendRenderStats(out); return out; } ADD_STAT(lightstats) { FString out; AppendLightStats(out); return out; } static int printstats; static bool switchfps; static uint64_t waitstart; EXTERN_CVAR(Bool, vid_fps) void CheckBench() { if (printstats && ConsoleState == c_up) { // if we started the FPS counter ourselves or ran from the console // we need to wait for it to stabilize before using it. if (waitstart > 0 && I_msTime() - waitstart < 5000) return; FString compose; compose.Format("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n", level.MapName.GetChars(), level.LevelName.GetChars(), r_viewpoint.Pos.X, r_viewpoint.Pos.Y, r_viewpoint.Pos.Z, r_viewpoint.Angles.Yaw.Degrees, r_viewpoint.Angles.Pitch.Degrees); AppendRenderStats(compose); AppendRenderTimes(compose); AppendLightStats(compose); //AppendMissingTextureStats(compose); compose.AppendFormat("%llu fps\n\n", screen->GetLastFPS()); FILE *f = fopen("benchmarks.txt", "at"); if (f != NULL) { fputs(compose.GetChars(), f); fclose(f); } Printf("Benchmark info saved\n"); if (switchfps) vid_fps = false; printstats = false; } } CCMD(bench) { printstats = true; if (vid_fps == 0) { vid_fps = 1; waitstart = I_msTime(); switchfps = true; } else { if (ConsoleState == c_up) waitstart = I_msTime(); switchfps = false; } C_HideConsole (); } bool glcycle_t::active = false; void checkBenchActive() { FStat *stat = FStat::FindStat("rendertimes"); glcycle_t::active = ((stat != NULL && stat->isActive()) || printstats); }