raze-gles/source/common/rendering/hwrenderer/data/hw_clock.cpp

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/*
**
** 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 "c_console.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "hw_clock.h"
#include "i_time.h"
#include "i_interface.h"
#include "printf.h"
glcycle_t RenderWall,SetupWall,ClipWall;
glcycle_t RenderFlat,SetupFlat;
glcycle_t RenderSprite,SetupSprite;
glcycle_t All, Finish, PortalAll, Bsp;
glcycle_t ProcessAll, PostProcess;
glcycle_t RenderAll;
glcycle_t Dirty;
glcycle_t drawcalls;
glcycle_t twoD, Flush3D;
glcycle_t MTWait, WTTotal;
int vertexcount, flatvertices, flatprimitives;
int rendered_lines,rendered_flats,rendered_sprites,render_vertexsplit,render_texsplit,rendered_decals, rendered_portals, rendered_commandbuffers;
int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
void ResetProfilingData()
{
All.Reset();
All.Clock();
Bsp.Reset();
PortalAll.Reset();
RenderAll.Reset();
ProcessAll.Reset();
PostProcess.Reset();
RenderWall.Reset();
SetupWall.Reset();
ClipWall.Reset();
RenderFlat.Reset();
SetupFlat.Reset();
RenderSprite.Reset();
SetupSprite.Reset();
drawcalls.Reset();
MTWait.Reset();
WTTotal.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();
double bsp = Bsp.TimeMS() - ClipWall.TimeMS();
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"
"2D: %2.3f Finish3D: %2.3f\n"
"Main thread total=%2.3f, Main thread waiting=%2.3f Worker thread total=%2.3f, Worker thread waiting=%2.3f\n"
"All=%2.3f, Render=%2.3f, Setup=%2.3f, Portal=%2.3f, Drawcalls=%2.3f, Postprocess=%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(),
MTWait.TimeMS() + Bsp.TimeMS(), MTWait.TimeMS(), WTTotal.TimeMS(), WTTotal.TimeMS() - setupwall - SetupFlat.TimeMS() - SetupSprite.TimeMS(),
All.TimeMS() + Finish.TimeMS(), RenderAll.TimeMS(), ProcessAll.TimeMS(), PortalAll.TimeMS(), drawcalls.TimeMS(), PostProcess.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, Command buffers: %d\n",
rendered_lines, render_vertexsplit, render_texsplit, vertexcount, rendered_flats, flatprimitives, flatvertices, rendered_sprites,rendered_decals, rendered_portals, rendered_commandbuffers );
}
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 uint64_t LastCount;
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;
if (sysCallbacks && sysCallbacks->GetLocationDescription) compose = sysCallbacks->GetLocationDescription();
AppendRenderStats(compose);
AppendRenderTimes(compose);
AppendLightStats(compose);
compose << "\n\n\n";
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);
}