mirror of
https://github.com/ZDoom/Raze.git
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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
211 lines
6.2 KiB
C++
211 lines
6.2 KiB
C++
/*
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**
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** Hardware render profiling info
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**
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**---------------------------------------------------------------------------
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** Copyright 2007-2018 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "hw_clock.h"
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#include "i_time.h"
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#include "i_interface.h"
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#include "printf.h"
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glcycle_t RenderWall,SetupWall,ClipWall;
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glcycle_t RenderFlat,SetupFlat;
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glcycle_t RenderSprite,SetupSprite;
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glcycle_t All, Finish, PortalAll, Bsp;
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glcycle_t ProcessAll, PostProcess;
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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, rendered_commandbuffers;
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int iter_dlightf, iter_dlight, draw_dlight, draw_dlightf;
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void ResetProfilingData()
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{
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All.Reset();
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All.Clock();
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Bsp.Reset();
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PortalAll.Reset();
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RenderAll.Reset();
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ProcessAll.Reset();
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PostProcess.Reset();
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RenderWall.Reset();
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SetupWall.Reset();
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ClipWall.Reset();
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RenderFlat.Reset();
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SetupFlat.Reset();
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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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}
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//-----------------------------------------------------------------------------
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//
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// Rendering statistics
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//
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//-----------------------------------------------------------------------------
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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();
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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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static void AppendRenderStats(FString &out)
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{
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out.AppendFormat("Walls: %d (%d splits, %d t-splits, %d vertices)\n"
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"Flats: %d (%d primitives, %d vertices)\n"
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"Sprites: %d, Decals=%d, Portals: %d, Command buffers: %d\n",
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rendered_lines, render_vertexsplit, render_texsplit, vertexcount, rendered_flats, flatprimitives, flatvertices, rendered_sprites,rendered_decals, rendered_portals, rendered_commandbuffers );
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}
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static void AppendLightStats(FString &out)
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{
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out.AppendFormat("DLight - Walls: %d processed, %d rendered - Flats: %d processed, %d rendered\n",
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iter_dlight, draw_dlight, iter_dlightf, draw_dlightf );
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}
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ADD_STAT(rendertimes)
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{
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static FString buff;
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static int64_t lasttime=0;
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int64_t t=I_msTime();
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if (t-lasttime>1000)
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{
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buff.Truncate(0);
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AppendRenderTimes(buff);
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lasttime=t;
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}
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return buff;
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}
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ADD_STAT(renderstats)
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{
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FString out;
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AppendRenderStats(out);
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return out;
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}
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ADD_STAT(lightstats)
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{
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FString out;
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AppendLightStats(out);
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return out;
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}
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static int printstats;
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static bool switchfps;
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static uint64_t waitstart;
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EXTERN_CVAR(Bool, vid_fps)
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void CheckBench()
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{
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if (printstats && ConsoleState == c_up)
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{
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// if we started the FPS counter ourselves or ran from the console
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// we need to wait for it to stabilize before using it.
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if (waitstart > 0 && I_msTime() - waitstart < 5000) return;
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FString compose;
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if (sysCallbacks.GetLocationDescription) compose = sysCallbacks.GetLocationDescription();
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AppendRenderStats(compose);
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AppendRenderTimes(compose);
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AppendLightStats(compose);
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compose << "\n\n\n";
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FILE *f = fopen("benchmarks.txt", "at");
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if (f != NULL)
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{
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fputs(compose.GetChars(), f);
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fclose(f);
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}
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Printf("Benchmark info saved\n");
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if (switchfps) vid_fps = false;
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printstats = false;
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}
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}
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CCMD(bench)
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{
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printstats = true;
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if (vid_fps == 0)
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{
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vid_fps = 1;
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waitstart = I_msTime();
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switchfps = true;
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}
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else
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{
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if (ConsoleState == c_up) waitstart = I_msTime();
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switchfps = false;
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}
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C_HideConsole ();
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}
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bool glcycle_t::active = false;
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void checkBenchActive()
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{
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FStat *stat = FStat::FindStat("rendertimes");
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glcycle_t::active = ((stat != NULL && stat->isActive()) || printstats);
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}
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